Sample records for game changing rocket

  1. Metallic Hydrogen: A Game Changing Rocket Propellant

    NASA Technical Reports Server (NTRS)

    Silvera, Isaac F.

    2016-01-01

    The objective of this research is to produce metallic hydrogen in the laboratory using an innovative approach, and to study its metastability properties. Current theoretical and experimental considerations expect that extremely high pressures of order 4-6 megabar are required to transform molecular hydrogen to the metallic phase. When metallic hydrogen is produced in the laboratory it will be extremely important to determine if it is metastable at modest temperatures, i.e. remains metallic when the pressure is released. Then it could be used as the most powerful chemical rocket fuel that exists and revolutionize rocketry, allowing single-stage rockets to enter orbit and chemically fueled rockets to explore our solar system.

  2. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Canadian police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  3. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Hong Kong police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  4. Space Technology Mission Directorate: Game Changing Development

    NASA Technical Reports Server (NTRS)

    Gaddis, Stephen W.

    2015-01-01

    NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.

  5. A Description and Evaluation of the Concussion Education Application HEADS UP Rocket Blades.

    PubMed

    Daugherty, Jill; Miles, Isa; Sarmiento, Kelly; Sansone, Cristina; Kroshus, Emily; Bethea, Brittaney

    2018-03-01

    Concussions are responsible for numerous emergency department visits and hospitalizations among children annually. However, there remains a great deal of confusion about how to prevent and manage concussions in youth. To teach children aged 6 to 8 years about concussion safety, the Centers for Disease Control and Prevention (CDC) created a mobile gaming application called HEADS UP Rocket Blades. This report introduces the game and presents findings on its evaluation. The aim of the game is to teach children what a concussion is, its commons signs and symptoms, how to prevent one, and what to do if one occurs. An early version of the game went through two rounds of usability testing with children and parents to obtain initial impressions and make improvements. The first round of usability testing focused on the mechanics of the game. Based on feedback from this session, CDC and the developers simplified the messaging and adjusted the game's level of difficulty. The second round focused on the gaming experience. The children indicated that they enjoyed playing, and nearly all were able to relay at least one learning objective. Parents and children rated Rocket Blades as a good learning tool and indicated that they would download it for personal use.

  6. KSC00pp1089

    NASA Image and Video Library

    2000-08-06

    Canadian police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  7. KSC-00pp1089

    NASA Image and Video Library

    2000-08-06

    Canadian police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  8. KSC-00pp1088

    NASA Image and Video Library

    2000-08-06

    Hong Kong police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  9. KSC00pp1088

    NASA Image and Video Library

    2000-08-06

    Hong Kong police officers gather in the KSC Visitor Complex Rocket Garden during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  10. Space Launch System: Building the Future of Space Exploration

    NASA Technical Reports Server (NTRS)

    Morgan, Markeeva

    2016-01-01

    NASA has begun a new era of human space exploration, with the goal of landing humans on Mars. To carry out that mission, NASA is building the Space Launch System, the world's most powerful rocket. Space Launch System is currently under construction, with substantial amounts of hardware already created and testing well underway. Because of its unrivaled power, SLS can perform missions no other rocket can, like game-changing science and human landings on Mars. The Journey to Mars has begun; NASA has begun a series of missions that will result in astronauts taking the first steps on the Red Planet.

  11. Nanotechnology

    NASA Technical Reports Server (NTRS)

    Biaggi-Labiosa, Azlin

    2016-01-01

    Present an overview of the Nanotechnology Project at NASA's Game Changing Technology Industry Day. Mature and demonstrate flight readiness of CNT reinforced composites for future NASA mission applications?Sounding rocket test in a multiexperiment payload?Integrate into cold gas thruster system as propellant storage?The technology would provide the means for reduced COPV mass and improved damage tolerance and flight qualify CNT reinforced composites. PROBLEM/NEED BEING ADDRESSED:?Reduce weight and enhance the performance and damage tolerance of aerospace structuresGAME-CHANGING SOLUTION:?Improve mechanical properties of CNTs to eventually replace CFRP –lighter and stronger?First flight-testing of a CNT reinforced composite structural component as part of an operational flight systemUNIQUENESS:?CNT manufacturing methods developed?Flight qualify CNT reinforced composites

  12. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    During opening ceremonies of the 2000 International Law Enforcement Games, astronaut Sam Durrance addresses an audience of 1,850 participants and their families. Held in the KSC Visitor Complex Rocket Garden, the ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  13. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    A crowd of police officers and their families attend opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  14. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    A crowd of police officers and their families cheer a presentation of flags during opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  15. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    An international gathering of police officers march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  16. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Andrew Nick of Kennedy Space Center's Swamp Works shows off RASSOR, a robotic miner, at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  17. KSC00pp1091

    NASA Image and Video Library

    2000-08-06

    During opening ceremonies of the 2000 International Law Enforcement Games, astronaut Sam Durrance addresses an audience of 1,850 participants and their families. Held in the KSC Visitor Complex Rocket Garden, the ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  18. KSC-00pp1091

    NASA Image and Video Library

    2000-08-06

    During opening ceremonies of the 2000 International Law Enforcement Games, astronaut Sam Durrance addresses an audience of 1,850 participants and their families. Held in the KSC Visitor Complex Rocket Garden, the ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  19. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    U.S. Police officers join the KSC Space Man in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  20. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    British police officers carry their country's flag while marching in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  1. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Students from Hagerty High School in Oviedo, Fla., participants in FIRST Robotics, show off their robots' capabilities at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  2. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Bruce Yost of NASA's Ames Research Center discusses a small satellite, known as PhoneSat, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  3. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Ron Diftler of NASA's Johnson Space Center in Houston demonstrates the leg movements of Robonaut 2 during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  4. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – A child gets an up-close look at Charli, an autonomous walking robot developed by Virginia Tech Robotics, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  5. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Children representing the Brevard Police Athletic League carry the U.S. Flag as they march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  6. Opening ceremonies of the 2000 Law Enforcement Games held at KSC

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Members of KSC's Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla.

  7. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Two young visitors get an up-close look at an engineering model of Robonaut 2, complete with a set of legs, during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  8. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Students gather to watch as a DARwin-OP miniature humanoid robot from Virginia Tech Robotics demonstrates its soccer abilities at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  9. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – A visitor to the Robot Rocket Rally takes an up-close look at RASSOR, a robotic miner developed by NASA Kennedy Space Center's Swamp Works. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  10. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – Students observe as Otherlab shows off a life-size, inflatable robot from its "" program. The demonstration was one of several provided during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  11. KSC00pp1090

    NASA Image and Video Library

    2000-08-06

    A crowd of police officers and their families attend opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  12. KSC-00pp1090

    NASA Image and Video Library

    2000-08-06

    A crowd of police officers and their families attend opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  13. Nuclear Cryogenic Propulsion Stage Fuel Design and Fabrication

    NASA Technical Reports Server (NTRS)

    Hickman, Robert; Broadway, Jeramie; Mireles, Omar; Webb, Jon; Qualls, Lou

    2012-01-01

    Nuclear Cryogenic Propulsion Stage (NCPS) is a game changing technology for space exploration. Goal of assessing the affordability and viability of an NCPS includes these overall tasks: (1) Pre-conceptual design of the NCPS and architecture integration (2) NCPS Fuel Design and Testing (3) Nuclear Thermal Rocket Element Environmental Simulator (NTREES) (4) Affordable NCPS Development and Qualification Strategy (5) Second Generation NCPS Concepts. There is a critical need for fuels development. Fuel task objectives are to demonstrate capabilities and critical technologies using full scale element fabrication and testing.

  14. Nuclear Cryogenic Propulsion Stage Fuel Design and Fabrication

    NASA Technical Reports Server (NTRS)

    Hickman, Robert; Broadway, Jeramie; Mireles, Omar; Webb, Jon; Qualls, Lou

    2012-01-01

    Nuclear Cryogenic Propulsion Stage (NCPS) is a game changing technology for space exploration. Goal of assessing the affordability and viability of an NCPS includes thses overall tasks: (1) Pre-conceptual design of the NCPS and architecture integration (2) NCPS Fuel Design and Testing (3) Nuclear Thermal Rocket Element Environmental Simulator (NTREES) (4) Affordable NCPS Development and Qualification Strategy (5) Second Generation NCPS Concepts. There is a critical need for fuels development. Fuel task objectives are to demonstrate capabilities and critical technologies using full scale element fabrication and testing.

  15. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – A miniature humanoid robot known as DARwin-OP, from Virginia Tech Robotics, plays soccer with a red tennis ball for a crowd of students at the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  16. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – A visitor to the Robot Rocket Rally tries his hand at virtual reality in a demonstration of the Oculus Rift technology, provided by the Open Source Robotics Foundation. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  17. KSC-00pp1083

    NASA Image and Video Library

    2000-08-06

    An international gathering of police officers march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  18. KSC00pp1083

    NASA Image and Video Library

    2000-08-06

    An international gathering of police officers march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  19. KSC00pp1084

    NASA Image and Video Library

    2000-08-06

    A crowd of police officers and their families cheer a presentation of flags during opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  20. KSC-00pp1084

    NASA Image and Video Library

    2000-08-06

    A crowd of police officers and their families cheer a presentation of flags during opening ceremonies of the 2000 International Law Enforcement Games. Held in the KSC Visitor Complex Rocket Garden, the ceremony hosted more than 1,850 participants and their families for events that included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  1. Stennis hosts Space Day activities at USM

    NASA Image and Video Library

    2009-10-17

    Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.

  2. Stennis hosts Space Day activities at USM

    NASA Technical Reports Server (NTRS)

    2009-01-01

    Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.

  3. Game Changing: NASA's Space Launch System and Science Mission Design

    NASA Technical Reports Server (NTRS)

    Creech, Stephen D.

    2013-01-01

    NASA s Marshall Space Flight Center (MSFC) is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will carry the Orion Multi-Purpose Crew Vehicle (MPCV) and other important payloads far beyond Earth orbit (BEO). Its evolvable architecture will allow NASA to begin with Moon fly-bys and then go on to transport humans or robots to distant places such as asteroids and Mars. Designed to simplify spacecraft complexity, the SLS rocket will provide improved mass margins and radiation mitigation, and reduced mission durations. These capabilities offer attractive advantages for ambitious missions such as a Mars sample return, by reducing infrastructure requirements, cost, and schedule. For example, if an evolved expendable launch vehicle (EELV) were used for a proposed mission to investigate the Saturn system, a complicated trajectory would be required - with several gravity-assist planetary fly-bys - to achieve the necessary outbound velocity. The SLS rocket, using significantly higher C3 energies, can more quickly and effectively take the mission directly to its destination, reducing trip time and cost. As this paper will report, the SLS rocket will launch payloads of unprecedented mass and volume, such as "monolithic" telescopes and in-space infrastructure. Thanks to its ability to co-manifest large payloads, it also can accomplish complex missions in fewer launches. Future analyses will include reviews of alternate mission concepts and detailed evaluations of SLS figures of merit, helping the new rocket revolutionize science mission planning and design for years to come.

  4. Game changing: NASA's space launch system and science mission design

    NASA Astrophysics Data System (ADS)

    Creech, S. D.

    NASA's Marshall Space Flight Center (MSFC) is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will carry the Orion Multi-Purpose Crew Vehicle (MPCV) and other important payloads far beyond Earth orbit (BEO). Its evolvable architecture will allow NASA to begin with Moon fly-bys and then go on to transport humans or robots to distant places such as asteroids and Mars. Designed to simplify spacecraft complexity, the SLS rocket will provide improved mass margins and radiation mitigation, and reduced mission durations. These capabilities offer attractive advantages for ambitious missions such as a Mars sample return, by reducing infrastructure requirements, cost, and schedule. For example, if an evolved expendable launch vehicle (EELV) were used for a proposed mission to investigate the Saturn system, a complicated trajectory would be required - with several gravity-assist planetary fly-bys - to achieve the necessary outbound velocity. The SLS rocket, using significantly higher characteristic energy (C3) energies, can more quickly and effectively take the mission directly to its destination, reducing trip time and cost. As this paper will report, the SLS rocket will launch payloads of unprecedented mass and volume, such as “ monolithic” telescopes and in-space infrastructure. Thanks to its ability to co-manifest large payloads, it also can accomplish complex missions in fewer launches. Future analyses will include reviews of alternate mission concepts and detailed evaluations of SLS figures of merit, helping the new rocket revolutionize science mission planning and design for years to come.

  5. Bill Kerslake Preparing a Test in the Rocket Laboratory

    NASA Image and Video Library

    1952-10-21

    William Kerslake, a combustion researcher at the National Advisory Committee for Aeronautics (NACA) Lewis Flight Propulsion Laboratory, examines the setup of a transparent rocket in a Rocket Laboratory test cell. Kerslake joined NACA Lewis the previous summer after graduating from the Case Institute of Technology with a chemistry degree. His earliest professional research concentrated on combustion instability in small rocket engines. While at Case the quiet, 250-pound Kerslake also demonstrated his athletic prowess on the wrestling team. He continued wrestling for roughly a decade afterwards while conducting his research with the NACA. Kerslake participated in Olympic competitions in Helsinki (1952), Melbourne (1956), and Rome (1960). He won 30 national championships in three different weight classes and captured the gold at the 1955 Pan American Games in Mexico City. Kerslake accomplished all this while maintaining his research career, raising a family, and paying his own expenses. As his wrestling career was winding down in the early 1960s, Kerslake’s professional career changed, as well. He was transferred to Harold Kaufman’s Electrostatic Propulsion Systems Section in the new Electromagnetic Propulsion Division. Kaufman was developing the first successful ion engine at the time, and Kerslake spent the remainder of his career working in the electric propulsion field. He was heavily involved in the two Space Electric Rocket Test (SERT) missions which demonstrated that the ion thrusters could successfully operate in space. Kerslake retired in 1985 with over 30 years of service.

  6. KSC00pp1085

    NASA Image and Video Library

    2000-08-06

    British police officers carry their country’s flag while marching in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  7. KSC-00pp1082

    NASA Image and Video Library

    2000-08-06

    U.S. Police officers join the KSC Space Man in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  8. KSC00pp1082

    NASA Image and Video Library

    2000-08-06

    U.S. Police officers join the KSC Space Man in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony includes parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  9. KSC-00pp1085

    NASA Image and Video Library

    2000-08-06

    British police officers carry their country’s flag while marching in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  10. KSC-00pp1087

    NASA Image and Video Library

    2000-08-06

    Members of KSC’s Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  11. KSC-00pp1086

    NASA Image and Video Library

    2000-08-06

    Children representing the Brevard Police Athletic League carry the U.S. Flag as they march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  12. KSC00pp1087

    NASA Image and Video Library

    2000-08-06

    Members of KSC’s Native America International Tribal Council and the Space Coast Indian Association (Brevard County) gather in the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  13. KSC00pp1086

    NASA Image and Video Library

    2000-08-06

    Children representing the Brevard Police Athletic League carry the U.S. Flag as they march in a parade at the KSC Visitor Complex during opening ceremonies of the 2000 International Law Enforcement Games. More than 1,850 participants and their families took part in the opening, held in the Rocket Garden. The ceremony included parades, torch lighting and a tug of war. The games feature officers from 15 countries and 37 United States in competitions around Brevard County, Fla

  14. Using NASA's Space Launch System to Enable Game Changing Science Mission Designs

    NASA Technical Reports Server (NTRS)

    Creech, Stephen D.

    2013-01-01

    NASA's Marshall Space Flight Center is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will help restore U.S. leadership in space by carrying the Orion Multi-Purpose Crew Vehicle and other important payloads far beyond Earth orbit. Its evolvable architecture will allow NASA to begin with Moon fly-bys and then go on to transport humans or robots to distant places such as asteroids, Mars, and the outer solar system. Designed to simplify spacecraft complexity, the SLS rocket will provide improved mass margins and radiation mitigation, and reduced mission durations. These capabilities offer attractive advantages for ambitious missions such as a Mars sample return, by reducing infrastructure requirements, cost, and schedule. For example, if an evolved expendable launch vehicle (EELV) were used for a proposed mission to investigate the Saturn system, a complicated trajectory would be required with several gravity-assist planetary fly-bys to achieve the necessary outbound velocity. The SLS rocket, using significantly higher C3 energies, can more quickly and effectively take the mission directly to its destination, reducing trip times and cost. As this paper will report, the SLS rocket will launch payloads of unprecedented mass and volume, such as monolithic telescopes and in-space infrastructure. Thanks to its ability to co-manifest large payloads, it also can accomplish complex missions in fewer launches. Future analyses will include reviews of alternate mission concepts and detailed evaluations of SLS figures of merit, helping the new rocket revolutionize science mission planning and design for years to come.

  15. Robot Rocket Rally

    NASA Image and Video Library

    2014-03-14

    CAPE CANAVERAL, Fla. – A torso model of Robonaut 2, identical to R2 already on the International Space Station, is introduced to a crowd of onlookers by Ron Diftler of NASA's Johnson Space Center in Houston. The demonstration was one of several provided during the Robot Rocket Rally. The three-day event at Florida's Kennedy Space Center Visitor Complex is highlighted by exhibits, games and demonstrations of a variety of robots, with exhibitors ranging from school robotics clubs to veteran NASA scientists and engineers. Photo credit: NASA/Kim Shiflett

  16. A Nuclear Cryogenic Propulsion Stage for Near-Term Space Missions

    NASA Technical Reports Server (NTRS)

    Houts, Michael G.; Kim, Tony; Emrich, William J.; Hickman, Robert R.; Broadway, Jeramie W.; Gerrish, Harold P.; Adams, Robert B.; Bechtel, Ryan D.; Borowski, Stanley K.; George, Jeffrey A.

    2013-01-01

    The potential capability of NTP is game changing for space exploration. A first generation NCPS could provide high thrust at a specific impulse above 900 s, roughly double that of state of the art chemical engines. Near-term NCPS systems would provide a foundation for the development of significantly more advanced, higher performance systems. John F. Kennedy made his historic special address to Congress on the importance of space on May 25, 1961, "First, I believe that this nation should commit itself to achieving the goal, before this decade is out, of landing a man on the Moon and returning him safely to the Earth..." This was accomplished. John F. Kennedy also made a second request, "Secondly... accelerate development of the Rover nuclear rocket. This gives promise of some day providing a means for even more exciting and ambitious exploration of space, perhaps beyond the Moon, perhaps to the very end of the solar system itself." The investment in the Rover nuclear rocket program provided the foundation of technology that gives us assurance for greater performing rockets that are capable of taking us further into space. Combined with current technologies, the vision to go beyond the Moon and to the very end of the solar system can be realized with space nuclear propulsion and power.

  17. NASA in the Park, 2018

    NASA Image and Video Library

    2018-06-20

    NASA in the Park on June 16 in Huntsville featured more than 60 exhibits and demonstrations by NASA experts, as well as performances by Marshall musicians, educational opportunities, games and hands-on activities for all ages. Youthful energy is exhibited in the foot rocket demonstration.

  18. Rocket Propulsion (RP) 21 Steering Committee Meeting - NASA Spacecraft Propulsion Update

    NASA Technical Reports Server (NTRS)

    Klem, Mark

    2016-01-01

    Lander Tech is three separate but synergistic efforts: Lunar CATALYST (Lunar Cargo Transportation and Landing by Soft Touchdown) Support U.S. industry led robotic lunar lander development via three public-private efforts. Support U.S. industry led robotic lunar lander development via three public-private partnerships. Infuse or transfer landing technologies into these public private partnerships. Advanced Exploration Systems-Automated Propellant Loading (APL) -Integrated Ground Operations. Demonstrate LH2 zero loss storage, loading and transfer operations via testing on a large scale in a relevant launch vehicle servicing environment. (KSC, GRC). Game Changing Technology-20 Kelvin -20 Watt Cryocooler Development of a Reverse Turbo-Brayton Cryocooler operating at 20 Kelvin with 20 Watts of refrigeration lift.

  19. NASA Precision Landing Technologies Completes Initial Flight Tests on Vertical Testbed Rocket

    NASA Image and Video Library

    2017-04-19

    This 2-minute, 40-second video shows how over the past 5 weeks, NASA and Masten Space Systems teams have prepared for and conducted sub-orbital rocket flight tests of next-generation lander navigation technology through the CoOperative Blending of Autonomous Landing Technologies (COBALT) project. The COBALT payload was integrated onto Masten’s rocket, Xodiac. The Xodiac vehicle used the Global Positioning System (GPS) for navigation during this first campaign, which was intentional to verify and refine COBALT system performance. The joint teams conducted numerous ground verification tests, made modifications in the process, practiced and refined operations’ procedures, conducted three tether tests, and have now flown two successful free flights. This successful, collaborative campaign has provided the COBALT and Xodiac teams with the valuable performance data needed to refine the systems and prepare them for the second flight test campaign this summer when the COBALT system will navigate the Xodiac rocket to a precision landing. The technologies within COBALT provide a spacecraft with knowledge during entry, descent, and landing that enables it to precisely navigate and softly land close to surface locations that have been previously too risky to target with current capabilities. The technologies will enable future exploration destinations on Mars, the moon, Europa, and other planets and moons. The two primary navigation components within COBALT include the Langley Research Center’s Navigation Doppler Lidar, which provides ultra-precise velocity and line-of-sight range measurements, and Jet Propulsion Laboratory’s Lander Vision System (LVS), which provides navigation estimates relative to an existing surface map. The integrated system is being flight tested onboard a Masten suborbital rocket vehicle called Xodiac. The COBALT project is led by the Johnson Space Center, with funding provided through the Game Changing Development, Flight Opportunities program, and Advanced Exploration Systems programs. Based at NASA’s Armstrong Flight Research Center in Edwards, CA, the Flight Opportunities program funds technology development flight tests on commercial suborbital space providers of which Masten is a vendor. The program has previously tested the LVS on the Masten rocket and validated the technology for the Mars 2020 rover.

  20. Stennis hosts NASA Night at Zephyr Field

    NASA Image and Video Library

    2010-08-20

    Stennis employee Chris Smith helps a young child 'launch' a balloon rocket. Employees from NASA's John C. Stennis Space Center traveled to New Orleans on Aug. 20 to host NASA Night at Zephyr Field. Stennis personnel provided a variety of activities and materials for persons attending a game between the New Orleans Zephyrs and the Las Vegas 51s.

  1. The electric field changes and UHF radiations caused by the triggered lightning in Japan

    NASA Technical Reports Server (NTRS)

    Kawasaki, Zen-Ichiro; Kanao, Tadashi; Matsuura, Kenji; Nakano, Minoru; Horii, Kenji; Nakamura, Koichi

    1991-01-01

    In the rocket triggered lightning experiment of fiscal 1989, researchers observed electromagnetic field changes and UHF electromagnetic radiation accompanying rocket triggered lightning. It was found that no rapid changes corresponding to the return stroke of natural lightning were observed in the electric field changes accompanying rocket triggered lightning. However, continuous currents were present. In the case of rocket triggered lightning to the tower, electromagnetic field changes corresponding to the initiation of triggered lightning showed a bipolar pulse of a relatively large amplitude. In contrast, the rocket triggered lightning to the ground did not have such a bipolar pulse. The UHF radiation accompanying the rocket triggered lightning preceded the waveform portions corresponding to the first changes in electromagnetic fields. The number of isolated pulses in the UHF radiation showed a correlation with the time duration from rocket launching up to triggered lightning. The time interval between consecutive isolated pulses tended to get shorter with the passage of time, just like the stepped leaders of natural lightning.

  2. Space Science Outreach in the Virtual World of Second Life

    NASA Astrophysics Data System (ADS)

    Crider, Anthony W.; International Spaceflight Museum

    2006-12-01

    The on-line "game" of Second Life allows users to construct a highly detailed and customized environment. Users often pool talents and resources to construct virtual islands that focus on their common interest. One such group has built the International Spaceflight Museum, committed to constructing and displaying accurate models of rockets, spacecraft, telescopes, and planetariums. Current exhibits include a Saturn V rocket, a Viking lander on Mars, Spaceship One, the New Horizons mission to the Kuiper Belt, and a prototype of the Orion crew exploration vehicle. This museum also hosts public lectures, shuttle launch viewings, and university astronomy class projects. In this presentation, I will focus on how space science researchers and educators may take advantage of this new resource as a means to engage the public.

  3. Playing for real: video games and stories for health-related behavior change.

    PubMed

    Baranowski, Tom; Buday, Richard; Thompson, Debbe I; Baranowski, Janice

    2008-01-01

    Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story's "moral," among other change possibilities. Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change.

  4. Playing for Real: Video Games and Stories for Health-Related Behavior Change

    PubMed Central

    Baranowski, Tom; Buday, Richard; Thompson, Debbe I.; Baranowski, Janice

    2008-01-01

    Background Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Method Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. Results Most of the articles demonstrated positive health-related changes from playing the video games. Variability in what was reported about the games and measures employed precluded systematically relating characteristics of the games to outcomes. Many of these games merged the immersive, attention-maintaining properties of stories and fantasy, the engaging properties of interactivity, and behavior-change technology (e.g., tailored messages, goal setting). Stories in video games allow for modeling, vicarious identifying experiences, and learning a story’s “moral,” among other change possibilities. Conclusions Research is needed on the optimal use of game-based stories, fantasy, interactivity, and behavior change technology in promoting health-related behavior change. PMID:18083454

  5. Developments in Business Gaming: A Review of the Past 40 Years

    ERIC Educational Resources Information Center

    Faria, A. J.; Hutchinson, David; Wellington, William J.; Gold, Steven

    2009-01-01

    This article examines developments in business simulation gaming during the past 40 years. Covered in this article are a brief history of business games, the changing technology employed in the development and use of business games, changes in why business games are adopted and used, changes in how business games are administered, and the current…

  6. Nuclear Thermal Rocket (Ntr) Propulsion: A Proven Game-Changing Technology for Future Human Exploration Missions

    NASA Technical Reports Server (NTRS)

    Borowski, Stanley K.; McCurdy, David R.; Packard, Thomas W.

    2012-01-01

    The NTR represents the next evolutionary step in high performance rocket propulsion. It generates high thrust and has a specific impulse (Isp) of approx.900 seconds (s) or more V twice that of today s best chemical rockets. The technology is also proven. During the previous Rover and NERVA (Nuclear Engine for Rocket Vehicle Applications) nuclear rocket programs, 20 rocket reactors were designed, built and ground tested. These tests demonstrated: (1) a wide range of thrust; (2) high temperature carbide-based nuclear fuel; (3) sustained engine operation; (4) accumulated lifetime; and (5) restart capability V all the requirements needed for a human mission to Mars. Ceramic metal cermet fuel was also pursued, as a backup option. The NTR also has significant growth and evolution potential. Configured as a bimodal system, it can generate electrical power for the spacecraft. Adding an oxygen afterburner nozzle introduces a variable thrust and Isp capability and allows bipropellant operation. In NASA s recent Mars Design Reference Architecture (DRA) 5.0 study, the NTR was selected as the preferred propulsion option because of its proven technology, higher performance, lower launch mass, simple assembly and mission operations. In contrast to other advanced propulsion options, NTP requires no large technology scale-ups. In fact, the smallest engine tested during the Rover program V the 25,000 lbf (25 klbf) Pewee engine is sufficient for human Mars missions when used in a clustered engine arrangement. The Copernicus crewed spacecraft design developed in DRA 5.0 has significant capability and a human exploration strategy is outlined here that uses Copernicus and its key components for precursor near Earth asteroid (NEA) and Mars orbital missions prior to a Mars landing mission. Initially, the basic Copernicus vehicle can enable reusable 1-year round trip human missions to candidate NEAs like 1991 JW and Apophis in the late 2020 s to check out vehicle systems. Afterwards, the Copernicus spacecraft and its 2 key components, now configured as an Earth Return Vehicle / propellant tanker, would be used for a short round trip (approx.18 - 20 months)/short orbital stay (60 days) Mars / Phobos survey mission in 2033 using a split mission approach. The paper also discusses NASA s current Foundational Technology Development activities and its pre-decisional plans for future system-level Technology Demonstrations that include ground testing a small (approx.7.5 klbf) scalable NTR before the decade is out with a flight test shortly thereafter.

  7. 75 FR 27006 - Toward a Federal Cybersecurity Research Agenda: Three Game-Changing Themes

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-13

    ... NATIONAL SCIENCE FOUNDATION Toward a Federal Cybersecurity Research Agenda: Three Game- Changing... cybersecurity game-change research and development agenda. This request for information will be active from May... to exemplify and motivate future Federal cybersecurity game-change research activities: (a) Tailored...

  8. 75 FR 27007 - Toward a Federal Cybersecurity Research Agenda: Three Game-changing Themes

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-05-13

    ... NATIONAL SCIENCE FOUNDATION Toward a Federal Cybersecurity Research Agenda: Three Game- changing... development (R&D) themes to exemplify and motivate future Federal game-change cybersecurity research... these Federal cybersecurity game-change R&D objectives and will provide insights into the priorities...

  9. Significant Climate Changes Caused by Soot Emitted From Rockets in the Stratosphere

    NASA Astrophysics Data System (ADS)

    Mills, M. J.; Ross, M.; Toohey, D. W.

    2010-12-01

    A new type of hydrocarbon rocket engine with a larger soot emission index than current kerosene rockets is expected to power a fleet of suborbital rockets for commercial and scientific purposes in coming decades. At projected launch rates, emissions from these rockets will create a persistent soot layer in the northern middle stratosphere that would disproportionally affect the Earth’s atmosphere and cryosphere. A global climate model predicts that thermal forcing in the rocket soot layer will cause significant changes in the global atmospheric circulation and distributions of ozone and temperature. Tropical ozone columns decline as much as 1%, while polar ozone columns increase by up to 6%. Polar surface temperatures rise one Kelvin regionally and polar summer sea ice fractions shrink between 5 - 15%. After 20 years of suborbital rocket fleet operation, globally averaged radiative forcing (RF) from rocket soot exceeds the RF from rocket CO_{2} by six orders of magnitude, but remains small, comparable to the global RF from aviation. The response of the climate system is surprising given the small forcing, and should be investigated further with different climate models.

  10. Stennis hosts Gulf Pine Council's NASA Brownie Day

    NASA Image and Video Library

    2007-10-13

    Tori Williams, of Brownie Girl Scout Troop 313, builds her own `stomp rocket' with the help of adult chaperone Pamela Cottrell. The two, of Gulfport, participated in NASA Brownie Day on Oct. 13 at Stennis Space Center. They were among nearly 200 members of Brownie Girl Scout Troops within the Gulf Pines Council who took part in the day of educational activities at SSC. Brownie Day used NASA curriculum support materials to teach about the sun and its significance in our solar system. In addition to building and launching their own model rockets, the girls toured the center's portable Starlab planetarium; viewed demonstrations about living and working in space; played games of `Moon Phasers' that teach about the rotation of the moon around the earth; made bracelets with ultraviolet-sensitive beads; and other activities that celebrated Earth's very own star. They also toured StenniSphere and were able to earn their Earth and Sky and Space Explorer `Try-Its.'

  11. Stennis hosts Gulf Pine Council's NASA Brownie Day

    NASA Technical Reports Server (NTRS)

    2007-01-01

    Tori Williams, of Brownie Girl Scout Troop 313, builds her own `stomp rocket' with the help of adult chaperone Pamela Cottrell. The two, of Gulfport, participated in NASA Brownie Day on Oct. 13 at Stennis Space Center. They were among nearly 200 members of Brownie Girl Scout Troops within the Gulf Pines Council who took part in the day of educational activities at SSC. Brownie Day used NASA curriculum support materials to teach about the sun and its significance in our solar system. In addition to building and launching their own model rockets, the girls toured the center's portable Starlab planetarium; viewed demonstrations about living and working in space; played games of `Moon Phasers' that teach about the rotation of the moon around the earth; made bracelets with ultraviolet-sensitive beads; and other activities that celebrated Earth's very own star. They also toured StenniSphere and were able to earn their Earth and Sky and Space Explorer `Try-Its.'

  12. Game location moderates the relationship between anticipatory testosterone changes and athletic performance.

    PubMed

    Putnam, Susan K; Carré, Justin M

    2012-09-01

    The authors examined the extent to which changes in testosterone concentrations before competition would be associated with performance among elite male hockey players. Saliva samples were collected on 2 noncompetition days (baseline) and before 2 playoff games (1 home game, 1 away game). Individual performance was assessed by the coaching staff after each game. Results indicated that changes in testosterone before competition predicted performance, but this effect was influenced by game location. Unexpectedly, the authors found a significant negative relationship between a rise in testosterone and performance for the away game and a nonsignificant positive relationship for the home game. These findings indicate that game location should be considered in studies examining the neuroendocrine correlates of athletic competition.

  13. The Application of Lean Thinking Principles and Kaizen Practices for the Successful Development and Implementation of the Ares I-X Flight Test Rocket and Mission

    NASA Technical Reports Server (NTRS)

    Askins, B. R.; Davis, S. R.; Heitzman, K. S.; Olsen, R. A.

    2011-01-01

    On October 28, 2009 the Ares I-X flight test rocket launched from Kennedy Space Center and flew its suborbital trajectory as designed. The mission was successfully completed as data from the test, and associated development activities were analyzed, transferred to stakeholders, and well documented. A positive lesson learned from Ares I-X was that the application of lean thinking principles and kaizen practices was very effective in streamlining development activities. Ares I-X, like other historical rocket development projects, was hampered by technical, cost, and schedule challenges and if not addressed boldly could have resulted in cancellation of the test. The mission management team conducted nine major meetings, referred to as lean events, across its elements to assess plans, procedures, processes, requirements, controls, culture, organization, use of resources, and anything that could be changed to optimize schedule or reduce risk. The preeminent aspect of the lean events was the focus on value added activities and the removal or at least reduction in non-value added activities. Trained Lean Six Sigma facilitators assisted the Ares I-X developers in conducting the lean events. They indirectly helped formulate the mission s own unique methodology for assessing schedule. A core team was selected to lead the events and report to the mission manager. Each activity leveraged specialized participants to analyze the subject matter and its related processes and then recommended alternatives and solutions. Stakeholders were the event champions. They empowered and encouraged the team to succeed. The keys to success were thorough preparation, honest dialog, small groups, adherence to the Ares I-X ground rules, and accountability through disciplined reporting and tracking of actions. This lean event formula was game-changing as demonstrated by Ares I-X. It is highly recommended as a management tool to help develop other complex systems efficiently. The key benefits for Ares I-X were obtaining unambiguous schedule margin, defining enabling options for risk reduction, and most importantly a stronger more unified team.

  14. The Application of Lean Thinking Principles and Kaizen Practices for the Successful Development and Implementation of the Ares I-X Flight Test Rocket and Mission

    NASA Technical Reports Server (NTRS)

    Askins, B. R.; Davis, S. R.; Heitzman, K. S.; Olsen, R. A.

    2011-01-01

    On October 28, 2009 the Ares I-X flight test rocket launched from Kennedy Space Center and flew its suborbital trajectory as designed. The mission was successfully completed as data from the test, and associated development activities were analyzed, transferred to stakeholders, and well documented. Positive lessons learned from Ares I-X were that the application of lean thinking principles and kaizen practices are effective in streamlining development activities. Ares I-X, like other historical rocket development projects, was hampered by technical, cost, and schedule challenges and if not addressed boldly could have resulted in cancellation of the test. The mission management team conducted nine major meetings, referred to as lean events, across its elements to assess plans, procedures, processes, requirements, controls, culture, organization, use of resources, and anything that could be changed to optimize schedule or reduce risk. The preeminent aspect of the lean events was the focus on value added activities and the removal or at least reduction in non-value activities. Trained Lean Six Sigma facilitators assisted the Ares I-X developers in conducting the lean events. They indirectly helped formulate the mission s own unique methodology for assessing schedule. A core team was selected to lead the events and report to the mission manager. Each activity leveraged specialized participants to analyze the subject matter and its related processes and then recommended alternatives and solutions. Stakeholders were the event champions. They empowered and encouraged the team to succeed. The keys to success were thorough preparation, honest dialog, small groups, adherence to the Ares I-X ground rules, and accountability through disciplined reporting and tracking of actions. This lean event formula was game-changing as demonstrated by the success of Ares I-X. It is highly recommended as a management tool to help develop other complex systems efficiently. The key benefits for Ares I-X were obtaining unambiguous schedule margin, defining enabling options for risk reduction, and most importantly a stronger more unified team.

  15. Changes in cue-induced, prefrontal cortex activity with video-game play.

    PubMed

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  16. Emotional Arousal and Attitude Change During Simulation Games.

    ERIC Educational Resources Information Center

    Kidder, Steven J.

    Psysiological and behavioral indices of emotional arousal and mood during performance in a simulation game were investigated. The hypotheses tested were: (1) there will be attitude change following participation in the social simulation game, Ghetto; (2) this change in attitude will be related to the players' emotional involvement in the game as…

  17. Focus on Games & Simulations: Trends+Technologies+Case Studies

    ERIC Educational Resources Information Center

    Weinstein, Margery

    2011-01-01

    A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…

  18. Design of video games for children's diet and physical activity behavior change

    USDA-ARS?s Scientific Manuscript database

    Serious video games (VG) offer new opportunities for promoting health related diet, and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and ov...

  19. Potential climate impact of black carbon emitted by rockets

    NASA Astrophysics Data System (ADS)

    Ross, Martin; Mills, Michael; Toohey, Darin

    2010-12-01

    A new type of hydrocarbon rocket engine is expected to power a fleet of suborbital rockets for commercial and scientific purposes in coming decades. A global climate model predicts that emissions from a fleet of 1000 launches per year of suborbital rockets would create a persistent layer of black carbon particles in the northern stratosphere that could cause potentially significant changes in the global atmospheric circulation and distributions of ozone and temperature. Tropical stratospheric ozone abundances are predicted to change as much as 1%, while polar ozone changes by up to 6%. Polar surface temperatures change as much as one degree K regionally with significant impacts on polar sea ice fractions. After one decade of continuous launches, globally averaged radiative forcing from the black carbon would exceed the forcing from the emitted CO2 by a factor of about 105 and would be comparable to the radiative forcing estimated from current subsonic aviation.

  20. Maladaptive cognitions predict changes in problematic gaming in highly-engaged adults: A 12-month longitudinal study.

    PubMed

    Forrest, Cameron J; King, Daniel L; Delfabbro, Paul H

    2017-02-01

    Understanding the role of maladaptive gaming-related cognitions may assist in screening and interventions for problematic gaming, including Internet gaming disorder (IGD). Cognitive-behavioural interventions that target specific cognitions related to gaming may be more effective than more general approaches that focus only on preoccupation with games. Although past research has identified cross-sectional associations between maladaptive cognitions and problematic gaming, it is less clear whether these cognitions can predict future changes in problematic gaming behaviour. The present study employed an 18-item measure of gaming cognition, assessing perfectionism, cognitive salience, regret, and behavioural salience, to investigate potential changes in problematic gaming over a 12-month period. The sample included 465 Australian adults (84% male, M age =26.2years). It was found that individuals who became problematic gamers over 12months had higher baseline scores on perfectionism (d=1.20), cognitive salience (d=0.74) and regret (d=0.69) than those who remained non-problematic gamers. Problematic gamers who became non-problematic gamers had lower baseline perfectionism scores (d=0.62) than those who remained problematic gamers. Cognitive change accounted for an additional 28% of variance in problematic gaming scores beyond gender, age, and frequency of gaming. These findings suggest that maladaptive gaming-related cognitions could be screened in clinical trials to aid in case formulation and inform decisions on needed interventions to deliver optimal client outcomes. Copyright © 2016 Elsevier Ltd. All rights reserved.

  1. Long-Term Changes in Game Species Over a Long Period of Transformation in the Iberian Mediterranean Landscape

    NASA Astrophysics Data System (ADS)

    Delibes-Mateos, Miguel; Farfán, Miguel Ángel; Olivero, Jesús; Márquez, Ana Luz; Vargas, Juan Mario

    2009-06-01

    Agricultural change has transformed large areas of traditional farming landscapes, leading to important changes in the species community assemblages in most European countries. We suspect that the drastic changes in land-use that have occurred in Andalusia (southern Spain) over recent decades, may have affected the distribution and abundance of game species in this region. This article compares the distribution of the main game species in Andalusia during the 1960s and 1990s, using data from maps available from the Mainland Spanish Fish, Game and National Parks Service and from recent datasets on hunting yield distributions, respectively. Big-game and small-game species were significantly segregated in southern Spain during the 1990s, as two clearly independent chorotypes (groups of species whose abundances are similarly distributed) were obtained from the classification analysis. In contrast, big-game and small-game species were not significantly segregated several decades ago, when there was only one chorotype consisting of small-game species and wild boar. The other three ungulates did not constitute a significant chorotype, as they showed positive correlations with some species in the group mentioned above. These changes seem to be a consequence of the transformations that have occurred in the Iberian Mediterranean landscape over the last few decades. The abandoning of traditional activities, and the consequent formation of dense scrubland and woodland, has led to an expansion of big-game species, and a decrease of small-game species in mountain areas. Moreover, agricultural intensification has apparently depleted small-game species populations in some agricultural areas. On the other hand, the increasingly intensive hunting management could be artificially boosting this segregation between small-game and big-game species. Our results suggest that the conservation and regeneration of traditional agricultural landscapes (like those predominating in the 1960s) should be a priority for the conservation of small-game species.

  2. The influence of action video game playing on eye movement behaviour during visual search in abstract, in-game and natural scenes.

    PubMed

    Azizi, Elham; Abel, Larry A; Stainer, Matthew J

    2017-02-01

    Action game playing has been associated with several improvements in visual attention tasks. However, it is not clear how such changes might influence the way we overtly select information from our visual world (i.e. eye movements). We examined whether action-video-game training changed eye movement behaviour in a series of visual search tasks including conjunctive search (relatively abstracted from natural behaviour), game-related search, and more naturalistic scene search. Forty nongamers were trained in either an action first-person shooter game or a card game (control) for 10 hours. As a further control, we recorded eye movements of 20 experienced action gamers on the same tasks. The results did not show any change in duration of fixations or saccade amplitude either from before to after the training or between all nongamers (pretraining) and experienced action gamers. However, we observed a change in search strategy, reflected by a reduction in the vertical distribution of fixations for the game-related search task in the action-game-trained group. This might suggest learning the likely distribution of targets. In other words, game training only skilled participants to search game images for targets important to the game, with no indication of transfer to the more natural scene search. Taken together, these results suggest no modification in overt allocation of attention. Either the skills that can be trained with action gaming are not powerful enough to influence information selection through eye movements, or action-game-learned skills are not used when deciding where to move the eyes.

  3. Serious Games and Gamification for Mental Health: Current Status and Promising Directions.

    PubMed

    Fleming, Theresa M; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah

    2016-01-01

    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. "Applied games" including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and "serious" motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments.

  4. Attitude Change and Simulation Games: The Ability of a Simulation Game to Change Attitudes when Structured in Accordance with Either the Cognitive Dissonance or Incentive Models of Attitude Change.

    ERIC Educational Resources Information Center

    Williams, Robert H.

    1980-01-01

    Three groups of 109 undergraduates evidenced attitude shifts from participation to simulation games which were structured in accordance with either the cognitive dissonance or incentive models of attitude change. Identification was suggested as an extra factor influencing attitude change. (CMV)

  5. Serious Games and Gamification for Mental Health: Current Status and Promising Directions

    PubMed Central

    Fleming, Theresa M.; Bavin, Lynda; Stasiak, Karolina; Hermansson-Webb, Eve; Merry, Sally N.; Cheek, Colleen; Lucassen, Mathijs; Lau, Ho Ming; Pollmuller, Britta; Hetrick, Sarah

    2017-01-01

    Computer games are ubiquitous and can be utilized for serious purposes such as health and education. “Applied games” including serious games (in brief, computerized games for serious purposes) and gamification (gaming elements used outside of games) have the potential to increase the impact of mental health internet interventions via three processes. First, by extending the reach of online programs to those who might not otherwise use them. Second, by improving engagement through both game-based and “serious” motivational dynamics. Third, by utilizing varied mechanisms for change, including therapeutic processes and gaming features. In this scoping review, we aim to advance the field by exploring the potential and opportunities available in this area. We review engagement factors which may be exploited and demonstrate that there is promising evidence of effectiveness for serious games for depression from contemporary systematic reviews. We illustrate six major categories of tested applied games for mental health (exergames, virtual reality, cognitive behavior therapy-based games, entertainment games, biofeedback, and cognitive training games) and demonstrate that it is feasible to translate traditional evidence-based interventions into computer gaming formats and to exploit features of computer games for therapeutic change. Applied games have considerable potential for increasing the impact of online interventions for mental health. However, there are few independent trials, and direct comparisons of game-based and non-game-based interventions are lacking. Further research, faster iterations, rapid testing, non-traditional collaborations, and user-centered approaches are needed to respond to diverse user needs and preferences in rapidly changing environments. PMID:28119636

  6. Functional changes in the reward circuit in response to gaming-related cues after training with a commercial video game.

    PubMed

    Gleich, Tobias; Lorenz, Robert C; Gallinat, Jürgen; Kühn, Simone

    2017-05-15

    In the present longitudinal study, we aimed to investigate video game training associated neuronal changes in reward processing using functional magnetic resonance imaging (fMRI). We recruited 48 healthy young participants which were assigned to one of 2 groups: A group in which participants were instructed to play a commercial video game ("Super Mario 64 DS") on a portable Nintendo DS handheld console at least 30minutes a day over a period of two months (video gaming group; VG) or to a matched passive control group (CG). Before and after the training phase, in both groups, fMRI imaging was conducted during passively viewing reward and punishment-related videos sequences recorded from the trained video game. The results show that video game training may lead to reward related decrease in neuronal activation in the dorsolateral prefrontal cortex (DLPFC) and increase in the hippocampus. Additionally, the decrease in DLPFC activation was associated with gaming related parameters experienced during playing. Specifically, we found that in the VG, gaming related parameters like performance, experienced fun and frustration (assessed during the training period) were correlated to decrease in reward related DLPFC activity. Thus, neuronal changes in terms of video game training seem to be highly related to the appetitive character and reinforcement schedule of the game. Those neuronal changes may also be related to the often reported video game associated improvements in cognitive functions. Copyright © 2017 Elsevier Inc. All rights reserved.

  7. History of Solid Rockets

    NASA Technical Reports Server (NTRS)

    Green, Rebecca

    2017-01-01

    Solid rockets are of interest to the space program because they are commonly used as boosters that provide the additional thrust needed for the space launch vehicle to escape the gravitational pull of the Earth. Larger, more advanced solid rockets allow for space launch vehicles with larger payload capacities, enabling mankind to reach new depths of space. This presentation will discuss, in detail, the history of solid rockets. The history begins with the invention and origin of the solid rocket, and then goes into the early uses and design of the solid rocket. The evolution of solid rockets is depicted by a description of how solid rockets changed and improved and how they were used throughout the 16th, 17th, 18th, and 19th centuries. Modern uses of the solid rocket include the Solid Rocket Boosters (SRBs) on the Space Shuttle and the solid rockets used on current space launch vehicles. The functions and design of the SRB and the advancements in solid rocket technology since the use of the SRB are discussed as well. Common failure modes and design difficulties are discussed as well.

  8. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    NASA Astrophysics Data System (ADS)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed in the overall game. Although this board game activity was designed for high school students, it could easily be adapted for all K-12 levels as an interactive, informative and successful way of teaching students about climate literacy.

  9. Cardiovascular changes in video-game players. Cause for concern?

    PubMed

    Gwinup, G; Haw, T; Elias, A

    1983-12-01

    Video games are one of the most popular recreational activities among Americans of all ages, especially teenaged boys and young men. Studies of the health hazards of video-game playing have linked seizures, psychologic disturbances, and other health problems with the games. The study reported here measured changes in blood pressure and heart rate that occurred in 23 young men when they played a video game. The mean systolic blood pressure for the entire group was considerably higher during play than before or after and was significantly higher in novice players than in more skilled players. Heart rate was also significantly higher during play. In view of these results, other cardiovascular changes might be expected to occur during video-game playing. Although the changes reported here were minor, even minor cardiovascular alterations could potentially prove serious in persons with cardiovascular disease.

  10. Designing Serious Video Games for Health Behavior Change: Current Status and Future Directions

    PubMed Central

    Thompson, Debbe

    2012-01-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player’s knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between “fun-ness” and “seriousness.” The article concludes with suggestions for future research needed to inform this rapidly growing field. PMID:22920806

  11. Designing serious video games for health behavior change: current status and future directions.

    PubMed

    Thompson, Debbe

    2012-07-01

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of obesity and type 2 diabetes. Guidelines discussed include how to develop video games that provide a solid foundation for behavior change by enhancing a player's knowledge and skill, ways in which personal mastery experiences can be incorporated into a video game environment, using game characters and avatars to promote observational learning, creating personalized experiences through tailoring, and the importance of achieving a balance between "fun-ness" and "seriousness." The article concludes with suggestions for future research needed to inform this rapidly growing field. © 2012 Diabetes Technology Society.

  12. The Effects of Fifa 2015 Computer Games on Changes in Cognitive, Hormonal and Brain Waves Functions of Young Men Volunteers

    PubMed Central

    Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar

    2015-01-01

    Introduction: Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Methods: Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players’ behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. Results: The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. Discussion: The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing. PMID:26904177

  13. The Effects of Fifa 2015 Computer Games on Changes in Cognitive, Hormonal and Brain Waves Functions of Young Men Volunteers.

    PubMed

    Aliyari, Hamed; Kazemi, Masoomeh; Tekieh, Elaheh; Salehi, Maryam; Sahraei, Hedayat; Daliri, Mohammad Reza; Agaei, Hassan; Minaei-Bidgoli, Behrouz; Lashgari, Reza; Srahian, Nahid; Hadipour, Mohammad Mehdi; Salehi, Mostafa; Ranjbar Aghdam, Asghar

    2015-07-01

    Computer games have attracted remarkable attentions in general publics with different cultures and their effects are subject of research by cognitive neuroscientists. In the present study, possible effects of the game Fifa 2015 on cognitive performance, hormonal levels, and electroencephalographic (EEG) signals were evaluated in young male volunteers. Thirty two subjects aged 20 years on average participated mutually in playing computer game Fifa 2015. Identification information and general knowledge about the game were collected. Saliva samples from the contestants were obtained before and after the competition. Perceptive and cognitive performance including the general cognitive health, response delay, attention maintenance, and mental fatigue were measured using PASAT test. EEG were recorded during the play using EEG device and analyzed later using QEEG. Simultaneously, the players' behavior were recorded using a video camera. Saliva cortisol levels were assessed by ELISA kit. Data were analyzed by SPSS program. The impact of playing computer games on cortisol concentration of saliva before and after the game showed that the amount of saliva plasma after playing the game has dropped significantly. Also the impact of playing computer games on mental health, before and after the game indicated that the number of correct answers has not changed significantly. This indicates that sustained attention has increased in participants after the game in comparison with before that. Also it is shown that mental fatigue measured by PASAT test, did not changed significantly after the game in comparison to before that. The impact of game on changes in brain waves showed that the subjects in high activity state during playing the game had higher power of the EEG signals in most of the channels in lower frequency bands in compared to normal state. The present study showed that computer games can positively affect the stress system and the perceptual-cognitive system. Even though this impact was not significant in most cases, the changes in cognitive and hormonal test and also in brain waves were visible. Hence, due to the importance of this matter, it is necessary to create control systems in selecting the types of games for playing.

  14. 76 FR 39185 - 2011-2012 Refuge-Specific Hunting and Sport Fishing Regulations

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-07-05

    ... that pertain to migratory game bird hunting, upland game hunting, big game hunting, and sport fishing... wildlife refuges to migratory game bird hunting, upland game hunting, big game hunting, or sport fishing.... Table 1--Changes for 2011-2012 Hunting/Fishing Season Migratory bird Upland game National wildlife...

  15. Induced attitude change on online gaming among adolescents: an application of the less-leads-to-more effect.

    PubMed

    Chiou, Wen-Bin

    2008-04-01

    The negative impact of Internet use on adolescents has received much popular attention and has also become a popular research topic. How to induce adolescent players to change their attitudes toward online gaming is one of the most important issues in online gaming addiction. The present study is based on the less-leads-to-more effect of dissonance theory. Experimental research was conducted to examine the effects of rewards and decision freedom on attitude change toward online gaming among adolescents considered at risk for addiction. The results supported predictions based on external justification in dissonance theory. Specifically, fewer rewards produced greater attitude change toward online gaming in the condition of personal freedom of choice after participants exhibited attitude-discrepant behavior. However, the less-leads-to-more effect was not prominent in the condition without personal freedom of choice. Adopting a reward strategy to induce game players to disengage online gaming is discussed.

  16. Empowering Students with Games-for-Change

    ERIC Educational Resources Information Center

    Ensmann, Suzanne Y.

    2017-01-01

    Systemic sustainable change does not happen overnight but begins with the diffusion of knowledge and changing of attitudes (Rogers, 2010). Additionally, games can educate while adjusting attitudes (Gee, 2008; Jones, 2008). For these reasons, this project designed a Digital Game-Based Learning (DGBL) prototype to teach about the basic human rights…

  17. Designing serious video games for health behavior change: Current status and future directions

    USDA-ARS?s Scientific Manuscript database

    Serious video games for health are designed to entertain while changing a specific health behavior. This article identifies behavioral principles that can guide the development of serious video games focused on changing a variety of health behaviors, including those attempting to decrease risk of o...

  18. Climate change games as tools for education and engagement

    NASA Astrophysics Data System (ADS)

    Wu, Jason S.; Lee, Joey J.

    2015-05-01

    Scientists, educators and policymakers continue to face challenges when it comes to finding effective strategies to engage the public on climate change. We argue that games on the subject of climate change are well-suited to address these challenges because they can serve as effective tools for education and engagement. Recently, there has been a dramatic increase in the development of such games, many featuring innovative designs that blur traditional boundaries (for example, those that involve social media, alternative reality games, or those that involve direct action upon the real world). Here, we present an overview of the types of climate change game currently available, the benefits and trade-offs of their use, and reasons why they hold such promise for education and engagement regarding climate change.

  19. A Climate Change Board Game for Interdisciplinary Communication and Education

    ERIC Educational Resources Information Center

    Eisenack, Klaus

    2013-01-01

    This article reports and reflects on the design and use of the board game KEEP COOL on climate change. The game covers and integrates central biophysical, economic, and political aspects of the issue. By using a board game as common language between students and scientists from different scientific cultures, knowledge of different disciplines can…

  20. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction.

    PubMed

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F

    2012-05-31

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. Crown Copyright © 2012. Published by Elsevier Ireland Ltd. All rights reserved.

  1. The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction

    PubMed Central

    Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F.

    2015-01-01

    We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love, the present findings suggest that family cohesion may be an important factor in the treatment of problematic on-line game playing. PMID:22698763

  2. Climate change and game theory.

    PubMed

    Wood, Peter John

    2011-02-01

    This paper examines the problem of achieving global cooperation to reduce greenhouse gas emissions. Contributions to this problem are reviewed from noncooperative game theory, cooperative game theory, and implementation theory. We examine the solutions to games where players have a continuous choice about how much to pollute, as well as games where players make decisions about treaty participation. The implications of linking cooperation on climate change with cooperation on other issues, such as trade, are also examined. Cooperative and noncooperative approaches to coalition formation are investigated in order to examine the behavior of coalitions cooperating on climate change. One way to achieve cooperation is to design a game, known as a mechanism, whose equilibrium corresponds to an optimal outcome. This paper examines some mechanisms that are based on conditional commitments, and their policy implications. These mechanisms could make cooperation on climate change mitigation more likely. © 2011 New York Academy of Sciences.

  3. Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

    PubMed

    Lobel, Adam; Engels, Rutger C M E; Stone, Lisanne L; Burk, William J; Granic, Isabela

    2017-04-01

    The effects of video games on children's psychosocial development remain the focus of debate. At two timepoints, 1 year apart, 194 children (7.27-11.43 years old; male = 98) reported their gaming frequency, and their tendencies to play violent video games, and to game (a) cooperatively and (b) competitively; likewise, parents reported their children's psychosocial health. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency. Thus, gaming frequency was related to increases in internalizing but not externalizing, attention, or peer problems, violent gaming was not associated with increases in externalizing problems, and for children playing approximately 8 h or more per week, frequent competitive gaming may be a risk factor for decreasing prosocial behavior. We argue that replication is needed and that future research should better distinguish between different forms of gaming for more nuanced and generalizable insight.

  4. Better retention through game-play - EcoChains: Arctic Crisis card game

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J.; O'Garra, T.; Bachrach, E.

    2015-12-01

    Increasingly games are being used in formal and informal education with the goal of improving student/participant understanding of content knowledge through enhanced engagement. While most games are fun by design, few controlled studies have been conducted to assess games' potential for learning gains in comparison with traditional educational approaches. Without evidence for learning, it can be difficult to justify incorporating STEM games in curricula and other programming. In this study we assess the impact of a game called EcoChains (http://thepolarhub.org/project/ecochains-arctic-crisis) on learning, using a controlled experiment. The EcoChains: Arctic Crisis card game gives players the opportunity to learn about the components of an Arctic marine food web, the reliance of some species on sea ice, and the potential impacts of future changes on the ecosystem. EcoChains was developed under the Polar Learning and Responding: PoLAR Climate Change Education Partnership (thepolarhub.org). EcoChains aligns with Next Generation Science Standards LS2 Ecosystems: Interactions, Energy, and Dynamics and ESS3 Earth and Human Activity. Participants in this experiment (n=41) were randomly assigned to either play EcoChains or to read a magazine-style article with similar content (the control). Questionnaires, mapping exercises and a 4-week follow-up survey were used to identify changes in participant knowledge of climate change and the Arctic region, attitudes and beliefs about climate change and its impacts, information-seeking behaviors, systems thinking, impressions of and engagement with the intervention experience. Analysis indicates that the game was as effective as, and in some respects more effective than, the article at teaching participants about climate change and the Arctic region and ecosystems. The follow up survey found that game players recalled new information better than those who read the article. Participants were also more engaged in the game than the article, they found it to be more fun, they were happier while playing than while reading, and they were more likely to recommend the game to others. These findings indicate that game-based learning can improve retention of new content knowledge as well as engagement in subject matter.

  5. Contamination Control Changes to the Reusable Solid Rocket Motor Program: A Ten Year Review

    NASA Technical Reports Server (NTRS)

    Bushman, David M.

    1998-01-01

    During the post Challenger period, the National Aeronautics and Space Administration and Thiokol implemented changes to the Reusable Solid Rocket Motor (RSRM) contract to include provisions for contamination control to enhance the production environment. During the ten years since those agreements for contamination controls were made, many changes have taken place in the production facilities at Thiokol. These changes have led to the production of much higher quality shuttle solid rocket motors and improved cleanliness and safety of operations in the production facilities. The experience in contamination control over this past decade highlights the value these changes have brought to the RSRM program, and how the system can be improved to meet the challenges the program will face in the next ten years.

  6. Altered Heart Rate Variability During Gaming in Internet Gaming Disorder.

    PubMed

    Lee, Deokjong; Hong, Sung Jun; Jung, Young-Chul; Park, Jinsick; Kim, In Young; Namkoong, Kee

    2018-04-01

    Internet gaming disorder (IGD) is characterized by addiction to online gaming and reduced executive control, particularly when individuals are exposed to gaming-related cues. Executive control can be measured as vagally mediated heart rate variability (HRV), which corresponds to variability in the time interval between heart beats. In this study, we investigated whether individuals with IGD have altered HRV while playing online games. We hypothesized that while gaming, individuals with IGD would exhibit phasic suppression of vagally mediated HRV, which would reflect executive control dysfunction during game play. To test this, we measured the changes of HRV when young males with IGD were engaged in real-time online gaming. The changes of HRV were associated with the severity of IGD assessed by self-reports and prefrontal gray matter volume (GMV) calculated by voxel-based morphometry. We included 23 IGD subjects and 18 controls in our analyses. Changes in HRV were not statistically different between IGD subjects and controls. Within the IGD group, however, subjects showed significant decreases in high-frequency (HF) HRV during gaming. Furthermore, the degree of decrease correlated with IGD severity and prefrontal GMV. Importantly, this phasic suppression of HF-HRV in response to gaming did not occur in control subjects. In conclusion, young males with IGD showed an altered HRV response while playing an online game, reflecting their difficulties in executive control over gaming. The dynamics between executive control and reward seeking may be out of balance during game play in IGD.

  7. Analysis of quasi-hybrid solid rocket booster concepts for advanced earth-to-orbit vehicles

    NASA Technical Reports Server (NTRS)

    Zurawski, Robert L.; Rapp, Douglas C.

    1987-01-01

    A study was conducted to assess the feasibility of quasi-hybrid solid rocket boosters for advanced Earth-to-orbit vehicles. Thermochemical calculations were conducted to determine the effect of liquid hydrogen addition, solids composition change plus liquid hydrogen addition, and the addition of an aluminum/liquid hydrogen slurry on the theoretical performance of a PBAN solid propellant rocket. The space shuttle solid rocket booster was used as a reference point. All three quasi-hybrid systems theoretically offer higher specific impulse when compared with the space shuttle solid rocket boosters. However, based on operational and safety considerations, the quasi-hybrid rocket is not a practical choice for near-term Earth-to-orbit booster applications. Safety and technology issues pertinent to quasi-hybrid rocket systems are discussed.

  8. Playing a first-person shooter video game induces neuroplastic change.

    PubMed

    Wu, Sijing; Cheng, Cho Kin; Feng, Jing; D'Angelo, Lisa; Alain, Claude; Spence, Ian

    2012-06-01

    Playing a first-person shooter (FPS) video game alters the neural processes that support spatial selective attention. Our experiment establishes a causal relationship between playing an FPS game and neuroplastic change. Twenty-five participants completed an attentional visual field task while we measured ERPs before and after playing an FPS video game for a cumulative total of 10 hr. Early visual ERPs sensitive to bottom-up attentional processes were little affected by video game playing for only 10 hr. However, participants who played the FPS video game and also showed the greatest improvement on the attentional visual field task displayed increased amplitudes in the later visual ERPs. These potentials are thought to index top-down enhancement of spatial selective attention via increased inhibition of distractors. Individual variations in learning were observed, and these differences show that not all video game players benefit equally, either behaviorally or in terms of neural change.

  9. Serious Game Leverages Productive Negativity to Facilitate Conceptual Change in Undergraduate Molecular Biology: A Mixed-Methods Randomized Controlled Trial

    ERIC Educational Resources Information Center

    Gauthier, Andrea; Jenkinson, Jodie

    2017-01-01

    We designed a serious game, MolWorlds, to facilitate conceptual change about molecular emergence by using game mechanics (resource management, immersed 3rd person character, sequential level progression, and 3-star scoring system) to encourage cycles of productive negativity. We tested the value-added effect of game design by comparing and…

  10. Attitude Change and Number of Plays of a Social Simulation Game.

    ERIC Educational Resources Information Center

    Kidder, Steven J.; Aubertine, Horace E.

    An experimental study was conducted in order to determine the effect of number of plays of the social simulation game "Ghetto" on attitudes toward people in general and ghetto people. It was expected that attitude change would increase with an increase in the number of plays of the game. This effect was not obtained. The game effect was…

  11. Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game.

    PubMed

    Kühn, S; Gleich, T; Lorenz, R C; Lindenberger, U; Gallinat, J

    2014-02-01

    Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills. Associated cerebral structural plasticity induced has not been investigated so far. Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal formation (HC), right dorsolateral prefrontal cortex (DLPFC) and bilateral cerebellum in the training group. The HC increase correlated with changes from egocentric to allocentric navigation strategy. GM increases in HC and DLPFC correlated with participants' desire for video gaming, evidence suggesting a predictive role of desire in volume change. Video game training augments GM in brain areas crucial for spatial navigation, strategic planning, working memory and motor performance going along with evidence for behavioral changes of navigation strategy. The presented video game training could therefore be used to counteract known risk factors for mental disease such as smaller hippocampus and prefrontal cortex volume in, for example, post-traumatic stress disorder, schizophrenia and neurodegenerative disease.

  12. Multidisciplinary design of a rocket-based combined cycle SSTO launch vehicle using Taguchi methods

    NASA Technical Reports Server (NTRS)

    Olds, John R.; Walberg, Gerald D.

    1993-01-01

    Results are presented from the optimization process of a winged-cone configuration SSTO launch vehicle that employs a rocket-based ejector/ramjet/scramjet/rocket operational mode variable-cycle engine. The Taguchi multidisciplinary parametric-design method was used to evaluate the effects of simultaneously changing a total of eight design variables, rather than changing them one at a time as in conventional tradeoff studies. A combination of design variables was in this way identified which yields very attractive vehicle dry and gross weights.

  13. Extrapolating Weak Selection in Evolutionary Games

    PubMed Central

    Wu, Bin; García, Julián; Hauert, Christoph; Traulsen, Arne

    2013-01-01

    In evolutionary games, reproductive success is determined by payoffs. Weak selection means that even large differences in game outcomes translate into small fitness differences. Many results have been derived using weak selection approximations, in which perturbation analysis facilitates the derivation of analytical results. Here, we ask whether results derived under weak selection are also qualitatively valid for intermediate and strong selection. By “qualitatively valid” we mean that the ranking of strategies induced by an evolutionary process does not change when the intensity of selection increases. For two-strategy games, we show that the ranking obtained under weak selection cannot be carried over to higher selection intensity if the number of players exceeds two. For games with three (or more) strategies, previous examples for multiplayer games have shown that the ranking of strategies can change with the intensity of selection. In particular, rank changes imply that the most abundant strategy at one intensity of selection can become the least abundant for another. We show that this applies already to pairwise interactions for a broad class of evolutionary processes. Even when both weak and strong selection limits lead to consistent predictions, rank changes can occur for intermediate intensities of selection. To analyze how common such games are, we show numerically that for randomly drawn two-player games with three or more strategies, rank changes frequently occur and their likelihood increases rapidly with the number of strategies . In particular, rank changes are almost certain for , which jeopardizes the predictive power of results derived for weak selection. PMID:24339769

  14. Space Shuttle Reusable Solid Rocket Motor Program Overview and Lessons Learned

    NASA Technical Reports Server (NTRS)

    Graves, Stan R.; McCool, Alex (Technical Monitor)

    2001-01-01

    An overview of the Space Shuttle Reusable Solid Rocket Motor (RSRM) program is provided with a summary of lessons learned since the first test firing in 1977. Fifteen different lessons learned are discussed that fundamentally changed the motor's design, processing, and RSRM program risk management systems. The evolution of the rocket motor design is presented including the baseline or High Performance Solid Rocket Motor (HPM), the Filament Wound Case (FWC), the RSRM, and the proposed Five-Segment Booster (FSB).

  15. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women.

    PubMed

    Shiyko, Mariya; Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen

    2016-06-02

    Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact.

  16. Impact of an Aging Simulation Game on Pharmacy Students’ Empathy for Older Adults

    PubMed Central

    Kiersma, Mary E.; Yehle, Karen S.; Plake, Kimberly S.

    2015-01-01

    Objective. To evaluate changes in empathy and perceptions as well as game experiences among student pharmacists participating in an aging simulation game. Methods. First-year student pharmacists participated in an aging simulation game. Changes were measured pre/post-activity using the Kiersma-Chen Empathy Scale (KCES) and Jefferson Scale of Empathy – Health Professions Scale (JSE-HPS) for empathy and the Aging Simulation Experience Survey (ASES) for perceptions of older adults’ experiences and game experiences. Wilcoxon signed rank tests were used to determine changes. Results. One hundred fifty-six student pharmacists completed the instruments. Empathy using the KCES and JSE-HPS improved significantly. Of the 13 items in the ASES, 9 significantly improved. Conclusion. Simulation games may help students overcome challenges demonstrating empathy and positive attitudes toward elderly patients. PMID:26396274

  17. Rocket radio measurement of electron density in the nighttime ionosphere

    NASA Technical Reports Server (NTRS)

    Gilchrist, B. E.; Smith, L. G.

    1979-01-01

    One experimental technique based on the Faraday rotation effect of radio waves is presented for measuring electron density in the nighttime ionosphere at midlatitudes. High frequency linearly-polarized radio signals were transmitted to a linearly-polarized receiving system located in a spinning rocket moving through the ionosphere. Faraday rotation was observed in the reference plane of the rocket as a change in frequency of the detected receiver output. The frequency change was measured and the information was used to obtain electron density data. System performance was evaluated and some sources of error were identified. The data obtained was useful in calibrating a Langmuir probe experiment for electron density values of 100/cu cm and greater. Data from two rocket flights are presented to illustrate the experiment.

  18. Prosperity Games prototyping with the board of governors of the Electronic Industries Association, January 20--21, 1994

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Bermann, M.; VanDevender, J.P.

    1994-08-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronic Industries Association. Almost all ofmore » the players were from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Four teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this industry concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

  19. Let's Play: The Use of Improv Games in Change Management Training: A Case Study

    ERIC Educational Resources Information Center

    Rajeev, Priya Nair; Kalpathi, Subramanian

    2016-01-01

    This paper is based on the concept of Improv games as a promising mechanism and design principle for enhancing an organization's capacity for learning and adaptability. The study explores how Improv games can be used to create a mindset conducive to change, facilitate ideation and guide discussions on bringing about systemic change. In the case…

  20. Moral license in video games: when being right can mean doing wrong.

    PubMed

    Ellithorpe, Morgan E; Cruz, Carlos; Velez, John A; Ewoldsen, David R; Bogert, Adam K

    2015-04-01

    Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.

  1. Safe leads and lead changes in competitive team sports.

    PubMed

    Clauset, A; Kogan, M; Redner, S

    2015-06-01

    We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t. Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40,000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.

  2. Safe leads and lead changes in competitive team sports

    NASA Astrophysics Data System (ADS)

    Clauset, A.; Kogan, M.; Redner, S.

    2015-06-01

    We investigate the time evolution of lead changes within individual games of competitive team sports. Exploiting ideas from the theory of random walks, the number of lead changes within a single game follows a Gaussian distribution. We show that the probability that the last lead change and the time of the largest lead size are governed by the same arcsine law, a bimodal distribution that diverges at the start and at the end of the game. We also determine the probability that a given lead is "safe" as a function of its size L and game time t . Our predictions generally agree with comprehensive data on more than 1.25 million scoring events in roughly 40 000 games across four professional or semiprofessional team sports, and are more accurate than popular heuristics currently used in sports analytics.

  3. Making Ultraviolet Spectro-Polarimetry Polarization Measurements with the MSFC Solar Ultraviolet Magnetograph Sounding Rocket

    NASA Technical Reports Server (NTRS)

    West, Edward; Cirtain, Jonathan; Kobayashi, Ken; Davis, John; Gary, Allen

    2011-01-01

    This paper will describe the Marshall Space Flight Center's Solar Ultraviolet Magnetograph Investigation (SUMI) sounding rocket program. This paper will concentrate on SUMI's VUV optics, and discuss their spectral, spatial and polarization characteristics. While SUMI's first flight (7/30/2010) met all of its mission success criteria, there are several areas that will be improved for its second and third flights. This paper will emphasize the MgII linear polarization measurements and describe the changes that will be made to the sounding rocket and how those changes will improve the scientific data acquired by SUMI.

  4. Linking hunter knowledge with forest change to understand changing deer harvest opportunities in intensively logged landscapes

    Treesearch

    Tidd J. Brinkman; Terry Chapin; Gary Kofinas; David K. Person

    2009-01-01

    The effects of landscape changes caused by intensive logging on the availability of wild game are important when the harvest of wild game is a critical cultural practice, food source, and recreational activity. We assessed the influence of extensive industrial logging on the availability of wild game by drawing on local knowledge and ecological science to evaluate the...

  5. Examining Long Term Climate Related Security Risks through the Use of Gaming and Scenario Planning

    DTIC Science & Technology

    2016-10-24

    114 Examining Long-Term Climate-Related Security Risks through the Use of Gaming and Scenario Planning Catherine M. Schkoda, Shawna G. Cuan, and...E. D. McGrady Abstract: This paper examines four possible climate change-related security risks that emerged from an international game and scenario...potential for an emerging disparity between regions over the consensus and control of climate change-related technologies. Keywords: gaming , scenario

  6. Games for Social Change: Review of the Potential for Multi Player Online Gaming to Facilitate the Emergence and Growth of Progressive Movements for Social Change within Youth and Community Work

    ERIC Educational Resources Information Center

    Keating, Paul

    2016-01-01

    Building on the use of the internet and social media as sites for activism, this paper highlights the emergence of political activism and collective protest in the online gaming environment. Referencing social movement theory and the rapidly evolving capacity of multiplayer online games to facilitate the development of strong group identities and…

  7. Examining Game Design Features for Identity Exploration and Change

    ERIC Educational Resources Information Center

    Foster, Aroutis; Shah, Mamta

    2016-01-01

    This study used the Dynamic Systems Model of Role Identity (DSMRI) to examine the extent to which a game, Land Science, afforded identity change opportunities as exploration of science identities, science content knowledge, science confidence, action possibilities, and interest/valuing in an intentional manner. Analysis of the game and existing…

  8. Playing for Real, Video Games and Stories for Health-Related Behavior Change

    USDA-ARS?s Scientific Manuscript database

    Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. Twenty-seven articles were identified on 25 video games that promoted health...

  9. Climate Games in the Classroom - Engaging Problem-Solving

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Schlosser, P.; Lee, J.; Steiner, R. V.; Sparrow, E. B.; Carr, M.

    2012-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership, funded under the National Science Foundation's Climate Change Education Partnership Phase II (CCEP) program is using fascination with the changing polar regions and novel educational approaches to engage adult learners and inform public understanding and response to climate change. In Phase I we developed a suite of resources that range from low-tech games to social networking, to be used in venues from classrooms to the internet, and targeting audiences from the general public to Alaskan community leaders. This presentation synthesizes experience integrating game-like approaches in formal educational environments with the goal of inspiring change in educational practices and policies. Adults, be they community leaders, the general public, pre- and in-service teachers, or college students, are today's decision-makers. Informed decisions are more likely if individuals are aware of the scientific evidence of climate change and potential economic and social consequences. Learning research and our PoLAR Phase I demonstration projects show that games and game-like approaches motivate exploration and learning of complex material. Evaluation indicates that such approaches are effective in deepening adult learner awareness and understanding of climate change and informing responses to climate change impacts through engaged problem-solving. For example, an undergraduate student playing a climate change card game commented "I certainly felt an adrenaline rush as I kept the possibility of a major disaster impacting my web at the forefront of my mind to strategize the best possible food web combination." Two others playing a board game noted "I think that interactive activities like the one done in class really help students to learn because it tests our ability to analyze and interpret previous readings and discussions in a different context. Anyone can read a paper and summarize, but it takes genuine understanding to engage in an activity like this." "I am hopeful … that with our generation having more discussions like the ones we had in class, we will be better-equipped in the coming years to effectively work out solutions that can benefit all stakeholders." Our experience and analysis of the literature indicates that games can transform the classroom experience - both by engaging a more diverse student population and by building capacity in novel ways. Incorporating students in customizing games/activities, allocating time for post game debriefing/reflection, then re-running the game, and using concept maps to assess learning gains are a few of the best practices that will be discussed that help make the experience successful for both the teacher and the student.

  10. Non-Serious Serious Games

    ERIC Educational Resources Information Center

    Hudson, Matthew

    2016-01-01

    Serious games have been shown to promote behavioural change and impart skills to players, and non-serious games have proven to have numerous benefits. This paper argues that non-serious digital games played in a "clan" or online community setting can lead to similar real world benefits to serious games. This paper reports the outcomes…

  11. Game theory and shared water resource management

    NASA Astrophysics Data System (ADS)

    Najafi, H.; Bagheri, A.

    2011-12-01

    Based on the "New Periodic Table" (NPT) of 2×2 order games by Robinson and Goforth (2005) this study explores all possible game structures, representing a conflict over a shared water resource between two countries. Each game is analyzed to find the possible outcomes (equilibria), Pareto-optimal outcomes, as well as dominant strategies of the players. It is explained why in practice, parties may behave in a way, resulting in Pareto-inferior outcomes and how parties may change their behavior with the structural changes of the game. Further, how parties may develop cooperative solutions through negotiations and involvement of third parties. This work provides useful policy insights into shared water resource problems and identifies the likely structure of such games in the future and the evolution path of the games.

  12. Conducting Scientific Research on Learning and Health Behavior Change with Computer-Based Health Games

    ERIC Educational Resources Information Center

    Mayer, Richard E.; Lieberman, Debra A.

    2011-01-01

    This article is a guide for researchers interested in assessing the effectiveness of serious computer-based games (or video games, digital games, or electronic games) intended to improve health and health care. It presents a definition of health games, a rationale for their use, an overview of the current state of research, and recommendations for…

  13. Real-time strategy game training: emergence of a cognitive flexibility trait.

    PubMed

    Glass, Brian D; Maddox, W Todd; Love, Bradley C

    2013-01-01

    Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function.

  14. Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait

    PubMed Central

    Glass, Brian D.; Maddox, W. Todd; Love, Bradley C.

    2013-01-01

    Training in action video games can increase the speed of perceptual processing. However, it is unknown whether video-game training can lead to broad-based changes in higher-level competencies such as cognitive flexibility, a core and neurally distributed component of cognition. To determine whether video gaming can enhance cognitive flexibility and, if so, why these changes occur, the current study compares two versions of a real-time strategy (RTS) game. Using a meta-analytic Bayes factor approach, we found that the gaming condition that emphasized maintenance and rapid switching between multiple information and action sources led to a large increase in cognitive flexibility as measured by a wide array of non-video gaming tasks. Theoretically, the results suggest that the distributed brain networks supporting cognitive flexibility can be tuned by engrossing video game experience that stresses maintenance and rapid manipulation of multiple information sources. Practically, these results suggest avenues for increasing cognitive function. PMID:23950921

  15. Space Technology Mission Directorate Game Changing Development Program FY2015 Annual Program Review: Advanced Manufacturing Technology

    NASA Technical Reports Server (NTRS)

    Vickers, John; Fikes, John

    2015-01-01

    The Advance Manufacturing Technology (AMT) Project supports multiple activities within the Administration's National Manufacturing Initiative. A key component of the Initiative is the Advanced Manufacturing National Program Office (AMNPO), which includes participation from all federal agencies involved in U.S. manufacturing. In support of the AMNPO the AMT Project supports building and Growing the National Network for Manufacturing Innovation through a public-private partnership designed to help the industrial community accelerate manufacturing innovation. Integration with other projects/programs and partnerships: STMD (Space Technology Mission Directorate), HEOMD, other Centers; Industry, Academia; OGA's (e.g., DOD, DOE, DOC, USDA, NASA, NSF); Office of Science and Technology Policy, NIST Advanced Manufacturing Program Office; Generate insight within NASA and cross-agency for technology development priorities and investments. Technology Infusion Plan: PC; Potential customer infusion (TDM, HEOMD, SMD, OGA, Industry); Leverage; Collaborate with other Agencies, Industry and Academia; NASA roadmap. Initiatives include: Advanced Near Net Shape Technology Integrally Stiffened Cylinder Process Development (launch vehicles, sounding rockets); Materials Genome; Low Cost Upper Stage-Class Propulsion; Additive Construction with Mobile Emplacement (ACME); National Center for Advanced Manufacturing.

  16. Prosperity Games prototyping with the American Electronics Association, March 8--9, 1994

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.; VanDevender, J.P.

    1994-08-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the American Electronics Association in conjunction withmore » the Electronics Subcommittee of the Civilian Industrial Technology Committee of the National Science and Technology Council. Players were drawn from government, national laboratories, and universities, as well as from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Two teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

  17. Effects of Playing a Serious Computer Game on Body Mass Index and Nutrition Knowledge in Women

    PubMed Central

    Hallinan, Sean; Seif El-Nasr, Magy; Subramanian, Shree; Castaneda-Sceppa, Carmen

    2016-01-01

    Background Obesity and weight gain is a critical public health concern. Serious digital games are gaining popularity in the context of health interventions. They use persuasive and fun design features to engage users in health-related behaviors in a non-game context. As a young field, research about effectiveness and acceptability of such games for weight loss is sparse. Objective The goal of this study was to evaluate real-world play patterns of SpaPlay and its impact on body mass index (BMI) and nutritional knowledge. SpaPlay is a computer game designed to help women adopt healthier dietary and exercise behaviors, developed based on Self-Determination theory and the Player Experience of Need Satisfaction (PENS) model. Progress in the game is tied to real-life activities (e.g., eating a healthy snack, taking a flight of stairs). Methods We recruited 47 women to partake in a within-subject 90-day longitudinal study, with assessments taken at baseline, 1-, 2-, and 3- months. Women were on average, 29.8 years old (±7.3), highly educated (80.9% had BA or higher), 39% non-White, baseline BMI 26.98 (±5.6), who reported at least contemplating making changes in their diet and exercise routine based on the Stages of Change Model. We computed 9 indices from game utilization data to evaluate game play. We used general linear models to examine inter-individual differences between levels of play, and multilevel models to assess temporal changes in BMI and nutritional knowledge. Results Patterns of game play were mixed. Participants who reported being in the preparation or action stages of behavior change exhibited more days of play and more play regularity compared to those who were in the contemplation stage. Additionally, women who reported playing video games 1-2 hours per session demonstrated more sparse game play. Brief activities, such as one-time actions related to physical activity or healthy food, were preferred over activities that require a longer commitment (e.g., taking stairs every day for a week). BMI decreased significantly (P<.001) from baseline to 3-month follow-up, yielding a large effect size of 1.28. Nutritional knowledge increased significantly (P<.001) from first to third month follow-ups, with an effect size of .86. The degree of change in both outcomes was related to game play, baseline readiness to change, and the extent of video game play in general. Conclusions This work demonstrates initial evidence of success for using a serious game as an intervention for health behavior change in real world settings. Our findings also highlight the need to understand not only game effectiveness but also inter-individual differences. Individualizing content and the intervention medium appears to be necessary for a more personalized and long-lasting impact. PMID:27255497

  18. Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

    NASA Astrophysics Data System (ADS)

    Corredor, Javier; Gaydos, Matthew; Squire, Kurt

    2014-06-01

    This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game's characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.

  19. Reviews Book: Enjoyable Physics Equipment: SEP Colorimeter Box Book: Pursuing Power and Light Equipment: SEP Bottle Rocket Launcher Equipment: Sciencescope GLE Datalogger Equipment: EDU Logger Book: Physics of Sailing Book: The Lightness of Being Software: Logotron Insight iLog Studio iPhone Apps Lecture: 2010 IOP Schools and Colleges Lecture Web Watch

    NASA Astrophysics Data System (ADS)

    2010-09-01

    WE RECOMMEND Enjoyable Physics Mechanics book makes learning more fun SEP Colorimeter Box A useful and inexpensive colorimeter for the classroom Pursuing Power and Light Account of the development of science in the 19th centuary SEP Bottle Rocket Launcher An excellent resource for teaching about projectiles GLE Datalogger GPS software is combined with a datalogger EDU Logger Remote datalogger has greater sensing abilities Logotron Insight iLog Studio Software enables datlogging, data analysis and modelling iPhone Apps Mobile phone games aid study of gravity WORTH A LOOK Physics of Sailing Book journeys through the importance of physics in sailing The Lightness of Being Study of what the world is made from LECTURE The 2010 IOP Schools and Colleges Lecture presents the physics of fusion WEB WATCH Planet Scicast pushes boundaries of pupil creativity

  20. KSC-2014-2502

    NASA Image and Video Library

    2014-05-11

    CAPE CANAVERAL, Fla. – Fans sign the banner surrounding NASA's Orion boilerplate test vehicle on display at Petco Park in San Diego, California, before the start of a San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  1. KSC-2014-2495

    NASA Image and Video Library

    2014-05-10

    CAPE CANAVERAL, Fla. – The Orion boilerplate test vehicle is on display at Petco Park in San Diego, California, before the San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  2. KSC-2014-2499

    NASA Image and Video Library

    2014-05-11

    CAPE CANAVERAL, Fla. – Fans sign the banner draped around NASA's Orion boilerplate test vehicle on display at the San Diego Padres Petco Field in San Diego, California, before the start of the baseball game. The test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  3. KSC-2014-2494

    NASA Image and Video Library

    2014-05-10

    CAPE CANAVERAL, Fla. – The Orion boilerplate test vehicle is on display at Petco Park in San Diego, California, before the San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  4. KSC-2014-2501

    NASA Image and Video Library

    2014-05-11

    CAPE CANAVERAL, Fla. – Fans check out NASA's Orion boilerplate test vehicle on display at Petco Park in San Diego, California, before the start of a San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  5. KSC-2014-2492

    NASA Image and Video Library

    2014-05-10

    CAPE CANAVERAL, Fla. – The Orion boilerplate test vehicle is on display at Petco Park in San Diego, California, before the San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  6. KSC-2014-2503

    NASA Image and Video Library

    2014-05-11

    CAPE CANAVERAL, Fla. – Fans check out NASA's Orion boilerplate test vehicle on display at Petco Park in San Diego, California, before the start of a San Diego Padres' baseball game. The boilerplate test vehicle is being prepared for an Exploration Flight Test-1, or EFT-1, pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  7. DataRocket: Interactive Visualisation of Data Structures

    NASA Astrophysics Data System (ADS)

    Parkes, Steve; Ramsay, Craig

    2010-08-01

    CodeRocket is a software engineering tool that provides cognitive support to the software engineer for reasoning about a method or procedure and for documenting the resulting code [1]. DataRocket is a software engineering tool designed to support visualisation and reasoning about program data structures. DataRocket is part of the CodeRocket family of software tools developed by Rapid Quality Systems [2] a spin-out company from the Space Technology Centre at the University of Dundee. CodeRocket and DataRocket integrate seamlessly with existing architectural design and coding tools and provide extensive documentation with little or no effort on behalf of the software engineer. Comprehensive, abstract, detailed design documentation is available early on in a project so that it can be used for design reviews with project managers and non expert stakeholders. Code and documentation remain fully synchronised even when changes are implemented in the code without reference to the existing documentation. At the end of a project the press of a button suffices to produce the detailed design document. Existing legacy code can be easily imported into CodeRocket and DataRocket to reverse engineer detailed design documentation making legacy code more manageable and adding substantially to its value. This paper introduces CodeRocket. It then explains the rationale for DataRocket and describes the key features of this new tool. Finally the major benefits of DataRocket for different stakeholders are considered.

  8. 2003 Navy MWR Customer Survey

    DTIC Science & Technology

    2007-06-01

    entertainment opportunities would you participate in? 12 %17%Play interactive trivia games 8%20%Play interactive sports games 9%32%Play electronic video games 22... 12 Least Used Facilities/Services...large change in results may be due to this change in wording. 12 N P R S T Moderately Used Facilities/Services: All Respondents 33%Playing

  9. Video game play, child diet, and physical activity behavior change: A randomized clinical trial

    USDA-ARS?s Scientific Manuscript database

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. The purpose is to evaluate the outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, an...

  10. Chapter 4. Students' Attitudes toward Computer Games

    ERIC Educational Resources Information Center

    Russian Education and Society, 2004

    2004-01-01

    In this chapter, the authors attempt not only to discern aspects that relate to age, place, and the amount of time devoted to playing computer games in adolescence, but also to study content characteristics of their attitudes such as: the developmental dynamic in the change of their genre preferences in computer games, changes in factors that…

  11. 76 FR 26943 - Changes in Flood Elevation Determinations

    Federal Register 2010, 2011, 2012, 2013, 2014

    2011-05-10

    ...-0509P). March 29, 2011; The Demshar, Mayor, City of Rocket-Miner. Rock Springs, 212 D Street, Rock... 560087 of Sweetwater County March 29, 2011; The Dellai Boese, Chairman, (10-08-0509P). Rocket-Miner...

  12. What Information Theory Says About Best Response and About Binding Contracts

    NASA Technical Reports Server (NTRS)

    Wolpert, David H.

    2004-01-01

    Product Distribution (PD) theory is the information-theoretic extension of conventional full- rationality game theory to bounded rational games. Here PD theory is used to investigate games in which the players use bounded rational best-response strategies. This investigation illuminates how to determine the optimal organization chart for a corporation, or more generally how to order the sequence of moves of the players / employees so as to optimize an overall objective function. It is then shown that in the continuum-time limit, bounded rational best response games result in a variant of the replicator dynamics of evolutionary game theory. This variant is then investigated for team games, in which the players share the same utility function, by showing that such continuum- limit bounded rational best response is identical to Newton-Raphson iterative optimization of the shared utility function. Next PD theory is used to investigate changing the coordinate system of the game, i.e., changing the mapping from the joint move of the players to the arguments in the utility functions. Such a change couples those arguments, essentially by making each players move be an offered binding contract.

  13. Prosperity Game: Advanced Manufacturing Day, May 17, 1994

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Berman, M.

    1994-12-01

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents a 90-minute Prosperity Game conducted as part of Advanced Manufacturing Day on May 17, 1994.more » This was the fourth game conducted under the direction of the Center for National Industrial Alliances at Sandia. Although previous games lasted from one to two days, this abbreviated game produced interesting and important results. Most of the strategies proposed in previous games were reiterated here. These included policy changes in international trade, tax laws, the legal system, and the educational system. Government support of new technologies was encouraged as well as government-industry partnerships. The importance of language in international trade was an original contribution of this game. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less

  14. Building Systems from Scratch: an Exploratory Study of Students Learning About Climate Change

    NASA Astrophysics Data System (ADS)

    Puttick, Gillian; Tucker-Raymond, Eli

    2018-01-01

    Science and computational practices such as modeling and abstraction are critical to understanding the complex systems that are integral to climate science. Given the demonstrated affordances of game design in supporting such practices, we implemented a free 4-day intensive workshop for middle school girls that focused on using the visual programming environment, Scratch, to design games to teach others about climate change. The experience was carefully constructed so that girls of widely differing levels of experience were able to engage in a cycle of game design. This qualitative study aimed to explore the representational choices the girls made as they took up aspects of climate change systems and modeled them in their games. Evidence points to the ways in which designing games about climate science fostered emergent systems thinking and engagement in modeling practices as learners chose what to represent in their games, grappled with the realism of their respective representations, and modeled interactions among systems components. Given the girls' levels of programming skill, parts of systems were more tractable to create than others. The educational purpose of the games was important to the girls' overall design experience, since it influenced their choice of topic, and challenged their emergent understanding of climate change as a systems problem.

  15. Effects of active video games on body composition: a randomized controlled trial.

    PubMed

    Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Hohepa, Maea; Rodgers, Anthony

    2011-07-01

    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition. The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness. We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10-14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m(2)). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking. At 24 wk, the treatment effect on BMI (-0.24; 95% CI: -0.44, -0.05; P = 0.02) favored the intervention group. The change (±SE) in BMI from baseline increased in the control group (0.34 ± 0.08) but remained the same in the intervention group (0.09 ± 0.08). There was also evidence of a reduction in body fat in the intervention group (-0.83%; 95% CI: -1.54%, -0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P < 0.0001) with the intervention accompanied by a reduction in the change in daily time spent playing nonactive video games (-9.39 min; 95% CI: -19.38, 0.59 min; P = 0.06). An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.

  16. Therapeutic mechanisms of Mindfulness-Oriented Recovery Enhancement for internet gaming disorder: Reducing craving and addictive behavior by targeting cognitive processes.

    PubMed

    Li, Wen; Garland, Eric L; Howard, Matthew O

    2018-03-22

    Internet gaming disorder (IGD) is characterized by signs and symptoms similar to substance use and gambling disorders, and associated with psychosocial impairments. Research suggests that maladaptive gaming-related cognitions and coping may be implicated in IGD; therefore, interventions for IGD need to target these underlying mechanisms. Mindfulness-based treatment is effective in changing maladaptive cognitive processes and increasing adaptive coping among people with addictions. This study used data from an RCT of Mindfulness-Oriented Recovery Enhancement (MORE) for IGD to further examine changes in maladaptive gaming-related cognitions and positive reappraisal as mediators of the effects of MORE on IGD signs/symptoms. Participants (N = 30, Age M = 25.0, SD  = 5.4) were randomized to 8-weekly sessions of MORE or a support group (SG) control condition. IGD severity, levels of craving for video game playing, maladaptive gaming-related cognitions, and positive reappraisal were measured at pre-and posttreatment, and 3-month follow-up. Multivariate path analyses revealed that effects of MORE in reducing IGD and craving were statistically mediated by changes in maladaptive gaming-related cognitions. Though changes in positive reappraisal did not significantly mediate effects of MORE on IGD or craving, MORE enhanced positive reappraisal to a significantly greater extent than the SG at posttreatment. Findings suggest that effects of mindfulness treatment in reducing maladaptive gaming-related cognitions might lead to reductions in IGD severity and cravings for video game playing. This cognitive mechanism should be evaluated in a future, full-scale RCT.

  17. Changing the Game: What Happens when Video Games Enter the Classroom?

    ERIC Educational Resources Information Center

    Squire, Kurt

    2005-01-01

    Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…

  18. Conceptual model for the design of a serious video game promoting self-management among youth with type 1 diabetes

    USDA-ARS?s Scientific Manuscript database

    Video games are a popular form of entertainment. Serious video games for health attempt to use entertainment to promote health behavior change. When designed within a framework informed by behavioral science and supported by commercial game-design principles, serious video games for health have the ...

  19. Learning to Deflect: Conceptual Change in Physics during Digital Game Play

    ERIC Educational Resources Information Center

    Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B.

    2015-01-01

    How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…

  20. Alternative calculations of individual patient time in therapeutic range while taking warfarin: results from the ROCKET AF trial.

    PubMed

    Singer, Daniel E; Hellkamp, Anne S; Yuan, Zhong; Lokhnygina, Yuliya; Patel, Manesh R; Piccini, Jonathan P; Hankey, Graeme J; Breithardt, Günter; Halperin, Jonathan L; Becker, Richard C; Hacke, Werner; Nessel, Christopher C; Mahaffey, Kenneth W; Fox, Keith A A; Califf, Robert M

    2015-03-03

    In the ROCKET AF (Rivaroxaban-Once-daily, oral, direct Factor Xa inhibition Compared with vitamin K antagonism for prevention of stroke and Embolism Trial in Atrial Fibrillation) trial, marked regional differences in control of warfarin anticoagulation, measured as the average individual patient time in the therapeutic range (iTTR) of the international normalized ratio (INR), were associated with longer inter-INR test intervals. The standard Rosendaal approach can produce biased low estimates of TTR after an appropriate dose change if the follow-up INR test interval is prolonged. We explored the effect of alternative calculations of TTR that more immediately account for dose changes on regional differences in mean iTTR in the ROCKET AF trial. We used an INR imputation method that accounts for dose change. We compared group mean iTTR values between our dose change-based method with the standard Rosendaal method and determined that the differences between approaches depended on the balance of dose changes that produced in-range INRs ("corrections") versus INRs that were out of range in the opposite direction ("overshoots"). In ROCKET AF, the overall mean iTTR of 55.2% (Rosendaal) increased up to 3.1% by using the dose change-based approach, depending on assumptions. However, large inter-regional differences in anticoagulation control persisted. TTR, the standard measure of control of warfarin anticoagulation, depends on imputing daily INR values for the vast majority of follow-up days. Our TTR calculation method may better reflect the impact of warfarin dose changes than the Rosendaal approach. In the ROCKET AF trial, this dose change-based approach led to a modest increase in overall mean iTTR but did not materially affect the large inter-regional differences previously reported. URL: ClinicalTrials.gov. Unique identifier: NCT00403767. © 2015 The Authors. Published on behalf of the American Heart Association, Inc., by Wiley Blackwell.

  1. The Application of Gaming Theory in Health Care.

    PubMed

    Elzein, Ashley; Drenkard, Karen; Deyo, Patricia; Swartwout, Ellen

    2015-01-01

    As the US health care system moves rapidly toward a population health management focus in communities and care settings, the chief nursing officer has an opportunity to lead innovation efforts for patient care. One innovative strategy for use to influence patient behavior change, ongoing clinical education, and prelicensure education is the application of gaming theory into learning strategies. With the ever-increasing emphasis the general public is placing on social media and online gaming, there has been a significant push by the health sector in recent years to harness this medium for use in health management, education, and behavior change. A number of organizations and insurers have dedicated significant resources to researching and developing games and apps to help patients manage diseases, track self-management activities, and motivate behavior change for healthy lifestyles. This article shares information about gaming theory and its application to health care including a review of the science behind the theory, the use of technology, and gaming education strategies for both patients and clinicians.

  2. High time resolution measurements of rocket potential changes induced by electron beam emission

    NASA Technical Reports Server (NTRS)

    Raitt, W. J.; Myers, N. B.; Williamson, P. R.; Banks, P. M.; Kawashima, N.

    1984-01-01

    The transient charging and photon emission from the vacuum chamber testing of the Cooperative High Altitude Rocket Gun Experiment are studied. Graphs of the mother-daughter voltage versus time and high time resolution data related to the return current to the vehicle are examined. It is observed that for average sounding rocket densities of 10 to the -6th torr the slope of the voltage rise of the rocket begins to flatten 40 microsec after the onset of electron beam emission, and for higher gas pressure the rocket reaches a maximum voltage of 25 or 30 microsec after the onset of electron beam emission. The data reveal that the return current mechanism for the higher gas pressure is through the sheath.

  3. Prefrontal cerebral blood volume patterns while playing video games--a near-infrared spectroscopy study.

    PubMed

    Nagamitsu, Shinichiro; Nagano, Miki; Yamashita, Yushiro; Takashima, Sachio; Matsuishi, Toyojiro

    2006-06-01

    Video game playing is an attractive form of entertainment among school-age children. Although this activity reportedly has many adverse effects on child development, these effects remain controversial. To investigate the effect of video game playing on regional cerebral blood volume, we measured cerebral hemoglobin concentrations using near-infrared spectroscopy in 12 normal volunteers consisting of six children and six adults. A Hitachi Optical Topography system was used to measure hemoglobin changes. For all subjects, the video game Donkey Kong was played on a Game Boy device. After spectroscopic probes were positioned on the scalp near the target brain regions, the participants were asked to play the game for nine periods of 15s each, with 15-s rest intervals between these task periods. Significant increases in bilateral prefrontal total-hemoglobin concentrations were observed in four of the adults during video game playing. On the other hand, significant decreases in bilateral prefrontal total-hemoglobin concentrations were seen in two of the children. A significant positive correlation between mean oxy-hemoglobin changes in the prefrontal region and those in the bilateral motor cortex area was seen in adults. Playing video games gave rise to dynamic changes in cerebral blood volume in both age groups, while the difference in the prefrontal oxygenation patterns suggested an age-dependent utilization of different neural circuits during video game tasks.

  4. Longitudinal patterns of problematic computer game use among adolescents and adults--a 2-year panel study.

    PubMed

    Scharkow, Michael; Festl, Ruth; Quandt, Thorsten

    2014-11-01

    To investigate the longitudinal patterns (stability and change) of problematic computer game use and its interdependencies with psychosocial wellbeing in different age groups. Three-wave, annual panel study using computer-assisted telephone surveys. Germany. A total of 112 adolescents aged between 14 and 18 years, 363 younger adults between 19-39 years and 427 adults aged 40 years and older (overall n = 902). Problematic game use was measured with the Gaming Addiction Short Scale (GAS), which covers seven criteria including salience, withdrawal and conflict. Additionally, gaming behaviour and psychosocial wellbeing (social capital and support, life satisfaction and success) were measured in all three panel waves. The generally low GAS scores were very stable in yearly intervals [average autocorrelation across waves and age groups: r = 0.74, confidence interval (CI) = 0.71, 0.77]. Only nine respondents (1%, CI = 0.5, 1.9) consistently exhibited symptoms of problematic game use across all waves, while no respondent could be classified consistently as being addicted according to the GAS criteria. Changes in problematic gaming were not related consistently to changes in psychosocial wellbeing, although some cross-lagged effects were statistically significant in younger and older adult groups. Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives. © 2014 Society for the Study of Addiction.

  5. Modeling a polycentric approach to the problem of climate change. Comment on "Climate change governance, cooperation and self-organization" by Pacheco, Vasconcelos & Santos

    NASA Astrophysics Data System (ADS)

    Milinski, Manfred

    2014-12-01

    Climate change is a global problem. Because of unlimited use of fossil energy and resulting greenhouse gas emissions the global temperature is rising causing floods, draughts and storms in all parts of the world with increasing frequency and strength. Dangerous climate change will occur with high probability after the global temperature has passed a certain threshold [1]. To avoid dangerous climate change global greenhouse gas emissions must be reduced to a level of 50% or less of the year-2000 emissions by 2050 [2-4]. All people on earth take part in this global target public goods game, "a game that we cannot afford to loose" [5]. Simulating this scenario in a nutshell a collective risk social dilemma game has shown that a small group of subjects can achieve a collective goal by sequential individual contributions but only when the risk of loosing their not invested money is high, e.g. 90% [6]. Cooperation in public goods games usually decreases with increasing group size [7]. Thus, does this mean that the global game will be lost?

  6. The SRBs for the Delta II rocket carrying the Mars Polar Lander arrive on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, a solid rocket booster hangs in place between two other rocket boosters waiting to be mated with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  7. Nonlinear Markov Control Processes and Games

    DTIC Science & Technology

    2012-11-15

    the analysis of a new class of stochastic games , nonlinear Markov games , as they arise as a ( competitive ) controlled version of nonlinear Markov... competitive interests) a nonlinear Markov game that we are investigating. I 0. :::tUt::JJt:.l.. I I t:t11VI;:, nonlinear Markov game , nonlinear Markov...corresponding stochastic game Γ+(T, h). In a slightly different setting one can assume that changes in a competitive control process occur as a

  8. Critical Games: Four Games To Help Develop Critical Perspectives on Economic and Social Development.

    ERIC Educational Resources Information Center

    Cumming, James A., Ed.

    The four games in this booklet are designed to stimulate critical thinking about the effects of structural and cultural issues on society and on the process of social change. The first and original game, "The Growth Game," gives participants a hands-on experience with the basic theoretical constructs of a Marxian critique of the mainstream tenets…

  9. What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills

    ERIC Educational Resources Information Center

    Siderius, Jennifer A.

    2011-01-01

    Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…

  10. The Ultimate Flag Games.

    ERIC Educational Resources Information Center

    Angel, Kenny; Sutton, Nancy

    This paper describes six Ultimate Flag Games which offer a change from traditional games and sports that are usually geared toward athletically inclined students. These new games, aimed at middle school through college students, allow for success from the least-skilled through the most athletically talented students. Players are ability grouped…

  11. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    ERIC Educational Resources Information Center

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  12. Seeing Change in Time: Video Games to Teach about Temporal Change in Scientific Phenomena

    ERIC Educational Resources Information Center

    Corredor, Javier; Gaydos, Matthew; Squire, Kurt

    2014-01-01

    This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that…

  13. Residents' Perceived Social-Economic Impact of the 2008 Beijing Olympic Games

    ERIC Educational Resources Information Center

    Zhang, Mark; Chen, Li; Lei, Ouyang; Malone, Christopher

    2013-01-01

    This study was designed to examine whether the Olympic Games was a catalyst for changes to Beijing residents' quality of life based on social-economic perspectives and how these changes affected their continuous support for the Games. Residents who lived in Beijing 18 months or longer were invited to participate in this survey research (N = 412)…

  14. Comparison of Laminar and Linear Eddy Model Closures for Combustion Instability Simulations

    DTIC Science & Technology

    2015-07-01

    14. ABSTRACT Unstable liquid rocket engines can produce highly complex dynamic flowfields with features such as rapid changes in temperature and...applicability. In the present study, the linear eddy model (LEM) is applied to an unstable single element liquid rocket engine to assess its performance and to...Sankaran‡ Air Force Research Laboratory, Edwards AFB, CA, 93524 Unstable liquid rocket engines can produce highly complex dynamic flowfields with features

  15. Sexually selected sex differences in competitiveness explain sex differences in changes in drinking game participation.

    PubMed

    Hone, Liana S E; McCullough, Michael

    2015-05-14

    Drinking games are a risk factor for behavioral and health problems among university students. Previous cross-sectional research by Hone, Carter, and McCullough (2013) replicated well-established sex differences in drinking game behaviors (i.e., that men are more active drinking game participants than are women) and university drinking problems more generally. Hone et al. (2013) also found that these male-specific behavioral patterns are attributable in part to the fact that men's generally unrestricted sexual strategies, plus their social competitiveness, motivate them to participate in drinking games to display their fortitude and compete with same-sex rivals. Here, the authors conducted a study to evaluate with greater causal rigor whether sex differences in sexual restrictedness and social competitiveness-and sex differences in motivations for participating in drinking games in particular-are partially responsible for the sex differences in university students' drinking game behaviors and drinking problems. Sex differences in changes in frequency of drinking game participation were partially mediated by competitive motivations for participating in drinking games and by the effects of social competitiveness on competitive drinking game motivation. These findings lend additional support to the proposition that participation in drinking games is motivated in part by their suitability as a venue for sexual competition in university students' day-to-day lives.

  16. Video game training and the reward system.

    PubMed

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  17. Video game training and the reward system

    PubMed Central

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  18. Quantum games of opinion formation based on the Marinatto-Weber quantum game scheme

    NASA Astrophysics Data System (ADS)

    Deng, Xinyang; Deng, Yong; Liu, Qi; Shi, Lei; Wang, Zhen

    2016-06-01

    Quantization has become a new way to investigate classical game theory since quantum strategies and quantum games were proposed. In the existing studies, many typical game models, such as the prisoner's dilemma, battle of the sexes, Hawk-Dove game, have been extensively explored by using quantization approach. Along a similar method, here several game models of opinion formations will be quantized on the basis of the Marinatto-Weber quantum game scheme, a frequently used scheme of converting classical games to quantum versions. Our results show that the quantization can fascinatingly change the properties of some classical opinion formation game models so as to generate win-win outcomes.

  19. [Game addiction].

    PubMed

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  20. Affective Pacman: A Frustrating Game for Brain-Computer Interface Experiments

    NASA Astrophysics Data System (ADS)

    Reuderink, Boris; Nijholt, Anton; Poel, Mannes

    We present the design and development of Affective Pacman, a game that induces frustration to study the effect of user state changes on the EEG signal. Affective Pacman is designed to induce frustration for short periods, and allows the synchronous recording of a wide range of sensors, such as physiological sensors and EEG in addition to the game state. A self-assessment is integrated in the game to track changes in user state. Preliminary results indicate a significant effect of the frustration induction on the EEG.

  1. Increase in interleukin-6 immediately after wheelchair basketball games in persons with spinal cord injury: preliminary report.

    PubMed

    Kinoshita, T; Nakamura, T; Umemoto, Y; Kojima, D; Moriki, T; Mitsui, T; Goto, M; Ishida, Y; Tajima, F

    2013-06-01

    Case series. To investigate the effects of wheelchair basketball game on plasma interleukin-6 (IL-6), tumor necrosis factor-α (TNF-α), C-reactive protein (CRP) and blood cell counts in persons with spinal cord injury (SCI). The 2009 Mei-shin League of Wheelchair Basketball Games held at Wakayama, Japan. Five wheelchair basketball players with SCI voluntarily participated in this study. Blood samples were taken approximately 1 h before the player warm-up for the game and immediately after the game. IL-6, TNF-α, CRP and blood cell count were measured. Plasma IL-6 level and number of monocytes were significantly increased after the game, compared with pre-game measurements (P<0.05). No changes were observed in other measurements. There was a significant relationship between increased IL-6 levels and accumulated play duration. The lack of change in TNF-α and CRP levels suggested that the exercise-induced rise in IL-6 was not related to exercise-induced inflammatory response. Furthermore, the associated increase in the number of monocytes did not correlate with exercise-induced IL-6 changes, negating monocytes as the source of IL-6.

  2. Conflict and Gaming in Instruction and Performance.

    ERIC Educational Resources Information Center

    Kowitz, Gerald T.; Smith, Jay C.

    1989-01-01

    Discussion of instruction and training to introduce new ideas and to improve performance focuses on the presence of conflict and the theory of games. Topics discussed include learner participation; Theory X; Theory Y; and Theory Z; and game rules, including control, scoring, changing rules, and ending the game. (25 references) (LRW)

  3. The Development of Attention Skills in Action Video Game Players

    ERIC Educational Resources Information Center

    Dye, M. W. G.; Green, C. S.; Bavelier, D.

    2009-01-01

    Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and…

  4. Compulsive Internet use: the role of online gaming and other internet applications.

    PubMed

    van Rooij, Antonius J; Schoenmakers, Tim M; van de Eijnden, Regina J J M; van de Mheen, Dike

    2010-07-01

    Increasing research on Internet addiction makes it necessary to distinguish between the medium of Internet and its specific applications. This study explores the relationship between time spent on various Internet applications (including online gaming) and Compulsive Internet Use in a large sample of adolescents. The 2007 (N=4,920) and 2008 (N=4,753) samples of a longitudinal survey study among adolescents were used, as well as the 2007-2008 cohort subsample (N=1421). Compulsive Internet Use was predicted from the time spent on the various Internet applications in two cross-sectional multiple linear regression models and one longitudinal regression model in which changes in behavior were related to changes in Compulsive Internet Use. In both samples, downloading, social networking, MSN use, Habbo Hotel, chatting, blogging, online games, and casual games were shown to be associated with Compulsive Internet Use. Off these, online gaming was shown to have the strongest association with Compulsive Internet Use. Moreover, changes in online gaming were most strongly associated with changes in Compulsive Internet Use over time for the longitudinal cohort. A clear relationship was shown between online gaming and Compulsive Internet Use. It is further argued that a subgroup of compulsive Internet users should be classified as compulsive online gamers. Copyright (c) 2010 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  5. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    PubMed

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  6. The implementation and evaluation of teacher training in gaming instruction for secondary science: An action research project

    NASA Astrophysics Data System (ADS)

    Sanders, Veronica

    This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that science teachers used games; (c) assessed the impact of the implementation and subsequent evaluation of games-based training on how science teachers instruct their students; and (d) explored the use of change management principles to help teachers transition from traditional to gaming instruction. The study included a purposive sampling of 10 volunteer science teachers who received the professional development of training in gaming instruction and were observed as they used games to instruct their students. Quantitative data were collected from interviews, observations, and reviews of student assignments and teacher plans, and were statistically analyzed to answer the research questions. These same methods were used to obtain qualitative data, which were also analyzed to answer the research questions as well as to understand the meaning, beliefs and experience behind the numbers. Ultimately, data analysis revealed that the science teachers not only used gaming instruction but also that the training helped them to use gaming instruction and that they considered gaming instruction a viable instruction methodology. Finally, data analysis revealed that change management was successfully used in the study.

  7. Serious electronic games as behavioural change interventions in healthcare-associated infections and infection prevention and control: a scoping review of the literature and future directions.

    PubMed

    Castro-Sánchez, Enrique; Kyratsis, Yiannis; Iwami, Michiyo; Rawson, Timothy M; Holmes, Alison H

    2016-01-01

    The uptake of improvement initiatives in infection prevention and control (IPC) has often proven challenging. Innovative interventions such as 'serious games' have been proposed in other areas to educate and help clinicians adopt optimal behaviours. There is limited evidence about the application and evaluation of serious games in IPC. The purposes of the study were: a) to synthesise research evidence on the use of serious games in IPC to support healthcare workers' behaviour change and best practice learning; and b) to identify gaps across the formulation and evaluation of serious games in IPC. A scoping study was conducted using the methodological framework developed by Arksey and O'Malley. We interrogated electronic databases (Ovid MEDLINE, Embase Classic + Embase, PsycINFO, Scopus, Cochrane, Google Scholar) in December 2015. Evidence from these studies was assessed against an analytic framework of intervention formulation and evaluation. Nine hundred sixty five unique papers were initially identified, 23 included for full-text review, and four finally selected. Studies focused on intervention inception and development rather than implementation. Expert involvement in game design was reported in 2/4 studies. Potential game users were not included in needs assessment and game development. Outcome variables such as fidelity or sustainability were scarcely reported. The growing interest in serious games for health has not been coupled with adequate evaluation of processes, outcomes and contexts involved. Explanations about the mechanisms by which game components may facilitate behaviour change are lacking, further hindering adoption.

  8. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis.

    PubMed

    DeSmet, Ann; Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté; De Bourdeaudhuij, Ilse

    2016-04-29

    Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD.

  9. Computer games to teach hygiene: an evaluation of the e-Bug junior game.

    PubMed

    Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M

    2011-06-01

    Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.

  10. 75 FR 20874 - Agency Information Collection Activity Seeking OMB Approval

    Federal Register 2010, 2011, 2012, 2013, 2014

    2010-04-21

    ... to issue Experimental Permits for reusable suborbital rockets to authorize launches for the purpose... Suborbital Rockets. Type of Request: Extension without change of a currently approved collection. OMB Control... FAA's new authority to issue Experimental Permits for reusable [[Page 20875

  11. U.S.-China Competition: Asia-Pacific Land Force Implications

    DTIC Science & Technology

    2016-11-01

    a vision of the future that includes international order changed through China-U.S. competition, short of war. The Chinese board game of go offers...Chinese board game played on a 19x19 matrix with black and white stones. Like many other board games , the go game is a game of war; its object is to...begins with an empty board and ends when both players see no advantage in continuing (two passes, one by each player, ends the game ). Contrasting the

  12. Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? A meta-analysis

    USDA-ARS?s Scientific Manuscript database

    Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents ac...

  13. EMERGO: A Methodology and Toolkit for Developing Serious Games in Higher Education

    ERIC Educational Resources Information Center

    Nadolski, Rob J.; Hummel, Hans G. K.; van den Brink, Henk J.; Hoefakker, Ruud E.; Slootmaker, Aad; Kurvers, Hub J.; Storm, Jeroen

    2008-01-01

    Societal changes demand educators to apply new pedagogical approaches. Many educational stakeholders feel that serious games could play a key role in fulfilling this demand, and they lick their chops when looking at the booming industry of leisure games. However, current toolkits for developing leisure games show severe shortcomings when applied…

  14. Unfavorable Individuals in Social Gaming Networks.

    PubMed

    Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng

    2015-12-09

    In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks.

  15. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    PubMed

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  16. Unfavorable Individuals in Social Gaming Networks

    NASA Astrophysics Data System (ADS)

    Zhang, Yichao; Chen, Guanrong; Guan, Jihong; Zhang, Zhongzhi; Zhou, Shuigeng

    2015-12-01

    In social gaming networks, the current research focus has been on the origin of widespread reciprocal behaviors when individuals play non-cooperative games. In this paper, we investigate the topological properties of unfavorable individuals in evolutionary games. The unfavorable individuals are defined as the individuals gaining the lowest average payoff in a round of game. Since the average payoff is normally considered as a measure of fitness, the unfavorable individuals are very likely to be eliminated or change their strategy updating rules from a Darwinian perspective. Considering that humans can hardly adopt a unified strategy to play with their neighbors, we propose a divide-and-conquer game model, where individuals can interact with their neighbors in the network with appropriate strategies. We test and compare a series of highly rational strategy updating rules. In the tested scenarios, our analytical and simulation results surprisingly reveal that the less-connected individuals in degree-heterogeneous networks are more likely to become the unfavorable individuals. Our finding suggests that the connectivity of individuals as a social capital fundamentally changes the gaming environment. Our model, therefore, provides a theoretical framework for further understanding the social gaming networks.

  17. An experimental investigation of evolutionary dynamics in the Rock-Paper-Scissors game.

    PubMed

    Hoffman, Moshe; Suetens, Sigrid; Gneezy, Uri; Nowak, Martin A

    2015-03-06

    Game theory describes social behaviors in humans and other biological organisms. By far, the most powerful tool available to game theorists is the concept of a Nash Equilibrium (NE), which is motivated by perfect rationality. NE specifies a strategy for everyone, such that no one would benefit by deviating unilaterally from his/her strategy. Another powerful tool available to game theorists are evolutionary dynamics (ED). Motivated by evolutionary and learning processes, ED specify changes in strategies over time in a population, such that more successful strategies typically become more frequent. A simple game that illustrates interesting ED is the generalized Rock-Paper-Scissors (RPS) game. The RPS game extends the children's game to situations where winning or losing can matter more or less relative to tying. Here we investigate experimentally three RPS games, where the NE is always to randomize with equal probability, but the evolutionary stability of this strategy changes. Consistent with the prediction of ED we find that aggregate behavior is far away from NE when it is evolutionarily unstable. Our findings add to the growing literature that demonstrates the predictive validity of ED in large-scale incentivized laboratory experiments with human subjects.

  18. Violent Video Games Alter Brain Function in Young Men

    MedlinePlus

    ... the RSNA Annual Meeting Violent Video Games Alter Brain Function in Young Men At A Glance Using ... video games for one week causes changes in brain function. The brain regions affected by violent video ...

  19. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  20. The Complexity of Threats to Nuclear Strategic Deterrence Posture

    DTIC Science & Technology

    2017-02-07

    environment, a status quo but things are improving, a status quo but things are getting worse, and the occurrence of a game -changing event. Findings...adversaries. This information will certainly inform this research, as game changing technology will in due course affect the strategic nuclear deterrence...Congressional Research Service, RAND Corporation, and certain peer-reviewed and scholarly articles. The fourth independent variable, “Occurrence of a Game

  1. Changing the Way We Build Games: A Design-Based Research Study Examining the Implementation of Homemade PowerPoint Games in the Classroom

    ERIC Educational Resources Information Center

    Siko, Jason Paul

    2012-01-01

    This design-based research study examined the effects of a game design project on student test performance, with refinements made to the implementation after each of the three iterations of the study. The changes to the implementation over the three iterations were based on the literature for the three justifications for the use of homemade…

  2. Inclusive Competitive Game Play Through Balanced Sensory Feedback.

    PubMed

    Westin, Thomas; Söderström, David; Karlsson, Olov; Peiris, Ranil

    2017-01-01

    While game accessibility has improved significantly the last few years, there are still barriers for equal participation and multiplayer issues have been less researched. Game balance is here about making the game fair in a player versus player competitive game. One difficult design task is to balance the game to be fair regardless of visual or hearing capabilities, with clearly different requirements. This paper explores a tentative design method for enabling inclusive competitive game-play without individual adaptations of game rules that could spoil the game. The method involved applying a unified design method to design an unbalanced game, then modifying visual feedback as a hypothetical balanced design, and testing the game with totally 52 people with and without visual or hearing disabilities in three workshops. Game balance was evaluated based on score differences and less structured qualitative data, and a redesign of the game was made. Conclusions are a tentative method for balancing a multiplayer, competitive game without changing game rules and how the method can be applied.

  3. Video game addiction: Impact on teenagers' lifestyle.

    PubMed

    Sharma, Manoj Kumar; Mahindru, Poornima

    2015-01-01

    Use of video games as a leisure-time activity has increased among teenagers. Excessive use of video games is associated with psychosocial dysfunctions in the user's life. Two teenagers came for consultation to our Service for Healthy Use of Technology (SHUT) clinic for management of addiction due to video games. They were assessed using a clinical interview as well as the General Health Questionnaire and Griffith criteria for video games. The cases emphasize the addictive potential of video games and their association with lifestyle changes. Addiction to video games has implications for screening and intervention among teenagers. Copyright 2015, NMJI.

  4. Pumping Performance or RBCC Engine under Sea Level Static Condition

    NASA Astrophysics Data System (ADS)

    Kouchi, Toshinori; Tomioka, Sadatake; Kanda, Takeshi

    Numerical simulations were conducted to predict the ejector pumping performance of a rocket-ramjet combined-cycle engine under a take-off condition. The numerical simulations revealed that the suction airflow was chocked at the exit of the engine throat when the ejector rocket was driven by cold N2 gas at the chamber pressure of 3MPa. When the ejector-driving gas was changed from cold N2 gas to hot combustion gas, the suction performance decreased remarkably. Mach contours in the engine revealed that the rocket plume constricted when the driving gas was the hot combustion gas. The change of the area of the stream tube area seemed to induce the pressure rise in the duct and decreasing in the pumping performance.

  5. Analysis of Biosignals During Immersion in Computer Games.

    PubMed

    Yeo, Mina; Lim, Seokbeen; Yoon, Gilwon

    2017-11-17

    The number of computer game users is increasing as computers and various IT devices in connection with the Internet are commonplace in all ages. In this research, in order to find the relevance of behavioral activity and its associated biosignal, biosignal changes before and after as well as during computer games were measured and analyzed for 31 subjects. For this purpose, a device to measure electrocardiogram, photoplethysmogram and skin temperature was developed such that the effect of motion artifacts could be minimized. The device was made wearable for convenient measurement. The game selected for the experiments was League of Legends™. Analysis on the pulse transit time, heart rate variability and skin temperature showed increased sympathetic nerve activities during computer game, while the parasympathetic nerves became less active. Interestingly, the sympathetic predominance group showed less change in the heart rate variability as compared to the normal group. The results can be valuable for studying internet gaming disorder.

  6. Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men's Singles.

    PubMed

    Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric

    2015-09-01

    The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men's singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game's temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η(2) < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η(2) = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity. Key pointsBadminton game has become faster, with an important increase in the shot frequency (+34%)The effective playing time has decreased between first to last Olympic Games (-34.5%)The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear.

  7. The use of body mass changes as a practical measure of dehydration in team sports.

    PubMed

    Harvey, Gemma; Meir, Rudi; Brooks, Lyndon; Holloway, Kate

    2008-11-01

    Body mass changes, hematocrit, specific gravity and urine colour were recorded during two games of soccer to determine which of these methods was the most practical in a field setting for monitoring dehydration. Members (n=13) of a premiership soccer team with a mean age of 22.6 (+/-4.9) years old, height of 177.8 (+/-7.1)cm and sum of skinfolds (four sites) of 37 (+/-12.8) were invited to participate in this study with 11 participating in each game. Players had weight, hematocrit, specific gravity and urine colour recorded pre- and post-game. Players were allowed to ingest fluid ad libitum throughout the matches with the amount consumed recorded. Urine excretion was also recorded and included in the calculation of final body mass loss (kg). A mean ambient temperature of 21 degrees C and relative humidity 77% was recorded for both games. Pre- and post-game body mass, sweat loss, hematocrit, urine specific gravity and colour were significantly different (p<0.01) for both games. Linear mixed effects models were fitted to the data in order to identify an optimal prediction equation for sweat loss. The model predicting from mass change was clearly the best fitting. The results demonstrate that a change in body mass during a game of soccer is an effective method of monitoring dehydration due to sweat loss when compared to other known methods that may be invasive and inappropriate in the field.

  8. Influence of game format and number of players on heart rate responses and physical demands in small-sided soccer games.

    PubMed

    Castellano, Julen; Casamichana, David; Dellal, Alexandre

    2013-05-01

    The aim of the study was to examine the extent to which changing the game format (possession play vs. regulation goals and goalkeepers vs. small goals only) and the number of players (3 vs. 3, 5 vs. 5 and 7 vs. 7) influenced the physiological and physical demands of small-sided games (SSGs) in soccer in semiprofessional players. Fourteen semiprofessional male soccer players were monitored with global positioning system and heart rate devices. Heart rate, player load, distance covered, running speed, and the number of accelerations were recorded for 9 different SSGs. The results show that changes both in game format and the number of players affect the players' physiological and physical demands. Possession play places greater physiological and physical demands on players, although reducing the number of players only increases the physiological load. In the 7 vs. 7 games, changing the game format did not alter the heart rate responses. Finally, in the possession play format, changing the number of players did not produce significant differences in heart rate responses, although physical demands did decrease in line with a reduction in the number of players. These results should help coaches to understand how modifying different aspects of SSGs has a differential effect on the players' physiological and physical demands. Moreover, coaches in semiprofessional and amateur teams have now consistent information to design and optimize their training time in mixing the technical, tactical, and physical aspects.

  9. Cytokines and Oxidative Stress Status Following a Handball Game in Elite Male Players

    PubMed Central

    Marin, Douglas Popp; Macedo dos Santos, Rita de Cassia; Bolin, Anaysa Paola; Guerra, Beatriz Alves; Hatanaka, Elaine; Otton, Rosemari

    2011-01-01

    Background. Handball is considered an intermittent sport that places an important stress on a player's aerobic and anaerobic metabolism. However, the oxidative stress responses following a handball game remain unknown. We investigated the responses of plasma and erythrocyte antioxidant system and oxidative stress biomarkers following a single handball game. Methods. Fourteen male elite Brazilian handball athletes were recruited in the present study. Blood samples were taken before, immediately, and 24 hours after the game. Results. After the game and during 24 hours of recovery, the concentration of all oxidative stress indices changed significantly in a way indicating increased oxidative stress in the blood (thiol groups and reduced glutathione decreased, whereas TBARS and plasma antioxidant capacity was increased) as well as in erythrocyte (increased levels of TBARS and protein carbonyls). Erythrocyte antioxidant enzyme activities were also significantly changed by handball. Muscle damage indices (creatine kinase and lactate dehydrogenase) increased significantly after exercise. In addition, IL-6 increased after the game, whereas TNF-α decreased during recovery. Conclusion. This study demonstrates that a single handball game in elite athletes induces a marked state of oxidative stress evidenced by the oxidative modification in plasma and erythrocyte macromolecules, as well as by changes in the enzymatic and nonenzymatic antioxidant system. PMID:21922038

  10. Concentric traveling ionospheric disturbances triggered by the launch of a SpaceX Falcon 9 rocket

    NASA Astrophysics Data System (ADS)

    Lin, Charles C. H.; Shen, Ming-Hsueh; Chou, Min-Yang; Chen, Chia-Hung; Yue, Jia; Chen, Po-Cheng; Matsumura, Mitsuru

    2017-08-01

    We report the first observation of concentric traveling ionospheric disturbances (CTIDs) triggered by the launch of a SpaceX Falcon 9 rocket on 17 January 2016. The rocket-triggered ionospheric disturbances show shock acoustic wave signature in the time rate change (time derivative) of total electron content (TEC), followed by CTIDs in the 8-15 min band-pass filtering of TEC. The CTIDs propagated northward with phase velocity of 241-617 m/s and reached distances more than 1000 km away from the source on the rocket trajectory. The wave characteristics of CTIDs with periods of 10.5-12.7 min and wavelength 200-400 km agree well with the gravity wave dispersion relation. The optimal wave source searching and gravity wave ray tracing technique suggested that the CTIDs have multiple sources which are originated from 38-120 km altitude before and after the ignition of the second-stage rocket, 200 s after the rocket was launched.

  11. Studies in the Theory of Quantum Games

    NASA Astrophysics Data System (ADS)

    Iqbal, Azhar

    2005-03-01

    Theory of quantum games is a new area of investigation that has gone through rapid development during the last few years. Initial motivation for playing games, in the quantum world, comes from the possibility of re-formulating quantum communication protocols, and algorithms, in terms of games between quantum and classical players. The possibility led to the view that quantum games have a potential to provide helpful insight into working of quantum algorithms, and even in finding new ones. This thesis analyzes and compares some interesting games when played classically and quantum mechanically. A large part of the thesis concerns investigations into a refinement notion of the Nash equilibrium concept. The refinement, called an evolutionarily stable strategy (ESS), was originally introduced in 1970s by mathematical biologists to model an evolving population using techniques borrowed from game theory. Analysis is developed around a situation when quantization changes ESSs without affecting corresponding Nash equilibria. Effects of quantization on solution-concepts other than Nash equilibrium are presented and discussed. For this purpose the notions of value of coalition, backwards-induction outcome, and subgame-perfect outcome are selected. Repeated games are known to have different information structure than one-shot games. Investigation is presented into a possible way where quantization changes the outcome of a repeated game. Lastly, two new suggestions are put forward to play quantum versions of classical matrix games. The first one uses the association of De Broglie's waves, with travelling material objects, as a resource for playing a quantum game. The second suggestion concerns an EPR type setting exploiting directly the correlations in Bell's inequalities to play a bi-matrix game.

  12. Video gaming in school children: How much is enough?

    PubMed

    Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi

    2016-09-01

    Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.

  13. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis

    PubMed Central

    Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté

    2016-01-01

    Background Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. Objective This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Methods Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. Results A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants when they included users in design elements on game dynamics (beta=.215, 95% CI .075 to .356, P<.01) and, more specifically, as an informant (beta=.235, 95% CI .079 to .329, P<.01). Involving users as informants in PD to create game levels was also related to higher game effectiveness (Q=7.02, P<.01). Codesign was related to higher effectiveness when used to create the game challenge (Q=11.23, P<.01), but to lower game effectiveness when used to create characters (Q=4.36, P<.05) and the game world (Q=3.99, P<.05). Conclusions The findings do not support higher effectiveness of games developed with PD. However, significant differences existed among PD games. More support was found for informant roles than for codesign roles. When PD was applied to game dynamics, levels, and game challenge, this was associated with higher effectiveness than when it was applied to game aesthetics. Since user involvement may have an important influence on reach, adoption, and implementation of the intervention, further research and design efforts are needed to enhance effectiveness of serious games developed with PD. PMID:27129447

  14. Response to a comment on Cullen K "From Squires Quest! II: A serious video game intervention": Methodological issues

    USDA-ARS?s Scientific Manuscript database

    In response to comments about our article, "Meal-specific dietary changes from Squires Quest! II: a serious video game intervention," we concur that studies on video game interventions are important. A future study with a control group receiving no video game intervention and the collection of poten...

  15. Virtual LEGOs: Incorporating Minecraft into the Art Education Curriculum

    ERIC Educational Resources Information Center

    Overby, Alexandra; Jones, Brian L.

    2015-01-01

    What could video games bring to a K-12 visual arts curriculum? Overby and Jones were skeptical about incorporating gaming and virtual worlds into the classroom, but watching their own children engaging in the video game Minecraft changed their perception. As they started researching the game and how these kids were operating within the space, they…

  16. How to Change the Games Children Play.

    ERIC Educational Resources Information Center

    Morris, G. S. Don

    This book presents the thesis that the structure of games must be analyzed in terms of the specific behavioral objectives sought in their activity. It asks teachers to look at games before using them in the classroom, rather than attaching unwarranted values to games as justification for their use. It also demonstrates how one can structure games…

  17. Meet the Gamers: They Research, Teach, Learn, and Collaborate. So Far, without Libraries

    ERIC Educational Resources Information Center

    Squire, Kurt; Steinkuehler, Constance

    2005-01-01

    Why pay attention to games? For starters, games are the "medium of choice" for many Millennials, with broad participation among the 30 and under population. Although part of a web of new media, technology, and social shifts, games are the quintessential site for examining these changes. Game cultures feature participation in a collective…

  18. Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games

    ERIC Educational Resources Information Center

    Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D.

    2004-01-01

    This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…

  19. Behavioral science in video games for children's diet and physical activity change: Key research needs

    USDA-ARS?s Scientific Manuscript database

    Innovative intervention programs are needed to overcome the limitations in previous programs that promoted change in diabetes risk behaviors in children. Serious video games show promise of changing dietary and physical activity behaviors, but research is needed on the optimal design of behavior-cha...

  20. GREENIFY: A Real-World Action Game for Climate Change Education

    ERIC Educational Resources Information Center

    Lee, Joey J.; Ceyhan, Pinar; Jordan-Cooley, William; Sung, Woonhee

    2013-01-01

    The literature on climate change education recommends social, accessible action-oriented learning that is specifically designed to resonate with a target audience's values and worldview. This article discusses GREENIFY, a real-world action game designed to teach adult learners about climate change and motivate informed action. A pilot study…

  1. KSC-2014-2493

    NASA Image and Video Library

    2014-05-10

    CAPE CANAVERAL, Fla. – Doug Lenhardt, Kennedy Space Center's Exploration Flight Test-1, or EFT-1, mission integration manager, and the San Diego Padres mascot wave at the crowds at Petco Field in San Diego, California before the start of the baseball game. The Orion boilerplate test vehicle is on display in the stadium. The boilerplate test vehicle is being prepared for an EFT-1 pre-transportation test. The Ground Systems Development and Operations Program will run the test at the U.S. Naval Base San Diego to simulate retrieval and transportation procedures for Orion after it splashes down in the ocean and is retrieved for return to land and ground transportation back to Kennedy Space Center in Florida. Orion is the exploration spacecraft designed to carry astronauts to destinations not yet explored by humans, including an asteroid and Mars. It will have emergency abort capability, sustain the crew during space travel and provide safe re-entry from deep space return velocities. The first unpiloted test flight of the Orion is scheduled to launch later this year atop a Delta IV rocket and in 2017 on NASA’s Space Launch System rocket. For more information, visit http://www.nasa.gov/orion. Photo credit: NASA/Kim Shiflett

  2. Increasing game prices may alter farmers' behaviours towards leopards (Panthera pardus) and other carnivores in South Africa.

    PubMed

    Pirie, Tara J; Thomas, Rebecca L; Fellowes, Mark D E

    2017-01-01

    Human-carnivore conflict occurs globally, particularly in regions where large carnivores predate livestock. Retaliatory killings do occur, and although predation of livestock by carnivores happens, losses from other factors such as disease or injury can be misattributed because of landowner perceptions. Game farming for both trophy hunting and eco-tourism is becoming increasingly common in South Africa, and there has been a rapid increase in the cost of game animals (in some species as much as five-fold) between 2010 and 2015. This could result in an increase in conflict between commercial game farmers and carnivores. We conducted two questionnaire surveys of farmers in 2010 and 2015 to investigate this. We asked if there had been changes in farming practices, perceived predator activity, perceived amount of livestock and commercial game losses, and actions taken towards carnivores in a South African farming community. We found no significant change in farming types in the area or losses of livestock between the years. However, there was a significant increase in perceived commercial game losses reported, even though protection of game had increased. Actions taken towards carnivores by livestock/game farmers were also significantly more negative in 2015 compared to farmers growing crops, but there was no such difference in 2010. We suggest that these changes could be a result of the increase in game prices over that period, leading to greater financial losses when an animal is predated, which in turn could increase the likelihood of retaliatory killings of carnivores.

  3. Increasing game prices may alter farmers’ behaviours towards leopards (Panthera pardus) and other carnivores in South Africa

    PubMed Central

    Pirie, Tara J.; Thomas, Rebecca L.

    2017-01-01

    Human-carnivore conflict occurs globally, particularly in regions where large carnivores predate livestock. Retaliatory killings do occur, and although predation of livestock by carnivores happens, losses from other factors such as disease or injury can be misattributed because of landowner perceptions. Game farming for both trophy hunting and eco-tourism is becoming increasingly common in South Africa, and there has been a rapid increase in the cost of game animals (in some species as much as five-fold) between 2010 and 2015. This could result in an increase in conflict between commercial game farmers and carnivores. We conducted two questionnaire surveys of farmers in 2010 and 2015 to investigate this. We asked if there had been changes in farming practices, perceived predator activity, perceived amount of livestock and commercial game losses, and actions taken towards carnivores in a South African farming community. We found no significant change in farming types in the area or losses of livestock between the years. However, there was a significant increase in perceived commercial game losses reported, even though protection of game had increased. Actions taken towards carnivores by livestock/game farmers were also significantly more negative in 2015 compared to farmers growing crops, but there was no such difference in 2010. We suggest that these changes could be a result of the increase in game prices over that period, leading to greater financial losses when an animal is predated, which in turn could increase the likelihood of retaliatory killings of carnivores. PMID:28584709

  4. Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul

    2016-01-01

    Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies.

  5. The relationship between reinforcement and gaming machine choice.

    PubMed

    Haw, John

    2008-03-01

    The present study assessed whether prior reinforcement experiences were related to gaming machine choice and the decision to change gaming machines during a session of gambling. Seventy undergraduate students (48 women, 22 men; mean age = 22.05 years) were presented with two visually identical simulated gaming machines in a practice phase. These simulated machines differed only in the rate of reinforcement. After the practice phase, participants were asked to choose a machine to play in the test phase and were allowed to change machines at will. Two measures of reinforcement were employed; frequency of wins and payback rate. Results indicated that neither measure of reinforcement was related to machine choice, but both were predictors of when participants changed machines. A post-hoc analysis of the 33 participants who changed machines during the test phase found a significant relationship between machine choice and prior reinforcement. For these participants, payback rate was significantly related to machine choice, unlike frequency of wins.

  6. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed

    Cain, Jeff; Piascik, Peggy

    2015-05-25

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education.

  7. Videogame Mechanics in Games for Health.

    PubMed

    Baranowski, Moderator Tom; Lieberman, Participants Debra; Buday, Richard; Peng, Wei; Zimmerli, Lukas; Wiederhold, Brenda; Kato, Pamela M

    2013-08-01

    Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

  8. Neural Basis of Video Gaming: A Systematic Review

    PubMed Central

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  9. Neural Basis of Video Gaming: A Systematic Review.

    PubMed

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  10. Repeated high-speed activities during youth soccer games in relation to changes in maximal sprinting and aerobic speeds.

    PubMed

    Buchheit, M; Simpson, B M; Mendez-Villanueva, A

    2013-01-01

    The aim of this study was to examine in highly-trained young soccer players whether substantial changes in either maximal sprinting speed (MSS) or maximal aerobic speed (as inferred from peak incremental test speed, V(Vam-Eval)) can affect repeated high-intensity running during games. Data from 33 players (14.5±1.3 years), who presented substantial changes in either MSS or V(Vam-Eval) throughout 2 consecutive testing periods (~3 months) were included in the final analysis. For each player, time-motion analyses were performed using a global positioning system (1-Hz) during 2-10 international club games played within 1-2 months from/to each testing period of interest (n for game analyzed=109, player-games=393, games per player per period=4±2). Sprint activities were defined as at least a 1-s run at intensities higher than 61% of individual MSS. Repeated-sprint sequences (RSS) were defined as a minimum of 2 consecutive sprints interspersed with a maximum of 60 s of recovery. Improvements in both MSS and V(Vam-Eval) were likely associated with a decreased RSS occurrence, but in some positions only (e. g., - 24% vs. - 3% for improvements in MSS in strikers vs. midfielders, respectively). The changes in the number of sprints per RSS were less clear but also position-dependent, e. g., +7 to +12% for full-backs and wingers, - 5 to - 7% for centre-backs and midfielders. In developing soccer players, changes in repeated-sprint activity during games do not necessarily match those in physical fitness. Game tactical and strategic requirements are likely to modulate on-field players' activity patterns independently (at least partially) of players' physical capacities. © Georg Thieme Verlag KG Stuttgart · New York.

  11. The risk of injury associated with body checking among Pee Wee ice hockey players: an evaluation of Hockey Canada's national body checking policy change.

    PubMed

    Black, Amanda M; Hagel, Brent E; Palacios-Derflingher, Luz; Schneider, Kathryn J; Emery, Carolyn A

    2017-12-01

    In 2013, Hockey Canada introduced an evidence-informed policy change delaying the earliest age of introduction to body checking in ice hockey until Bantam (ages 13-14) nationwide. To determine if the risk of injury, including concussions, changes for Pee Wee (11-12 years) ice hockey players in the season following a national policy change disallowing body checking. In a historical cohort study, Pee Wee players were recruited from teams in all divisions of play in 2011-2012 prior to the rule change and in 2013-2014 following the change. Baseline information, injury and exposure data for both cohorts were collected using validated injury surveillance. Pee Wee players were recruited from 59 teams in Calgary, Alberta (n=883) in 2011-2012 and from 73 teams in 2013-2014 (n=618). There were 163 game-related injuries (incidence rate (IR)=4.37/1000 game-hours) and 104 concussions (IR=2.79/1000 game-hours) in Alberta prior to the rule change, and 48 injuries (IR=2.16/1000 game-hours) and 25 concussions (IR=1.12/1000 game-hours) after the rule change. Based on multivariable Poisson regression with exposure hours as an offset, the adjusted incidence rate ratio associated with the national policy change disallowing body checking was 0.50 for all game-related injuries (95% CI 0.33 to 0.75) and 0.36 for concussion specifically (95% CI 0.22 to 0.58). Introduction of the 2013 national body checking policy change disallowing body checking in Pee Wee resulted in a 50% relative reduction in injury rate and a 64% reduction in concussion rate in 11-year-old and 12-year-old hockey players in Alberta. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  12. Adaptable Deployable Entry & Placement Technology (ADEPT) for Cubesat Delivery to Mars Surface

    NASA Technical Reports Server (NTRS)

    Wercinski, Paul

    2014-01-01

    The Adaptable, Deployable Entry and Placement Technology (ADEPT), uses a mechanical skeleton to deploy a revolutionary carbon fabric system that serves as both heat shield and primary structure during atmospheric entry. The NASA ADEPT project, currently funded by the Game Changing Development Program in STMD is currently focused on 1m class hypersonic decelerators for the delivery of very small payloads ( 5 kg) to locations of interest in an effort to leverage low-cost platforms to rapidly mature the technology while simultaneously delivering high-value science. Preliminary mission design and aerothermal performance testing in arcjets have shown the ADEPT system is quite capable of safe delivery of cubesats to Mars surface. The ability of the ADEPT to transit to Mars in a stowed configuration (similar to an umbrella) provides options for integration with the Mars 2020 cruise stage, even to consider multiple ADEPTs. System-level test campaigns are underway for FY15 execution or planning for FY16. These include deployment testing, wind tunnel testing, system-level arc jet testing, and a sounding rocket flight test. The goal is system level maturation (TRL 6) at a 1m class Mars design reference mission configuration.

  13. Physiological and psychophysiological responses to an exer-game training protocol.

    PubMed

    Bronner, Shaw; Pinsker, Russell; Naik, Rutika; Noah, J Adam

    2016-03-01

    Exer-games and virtual reality offer alternative opportunities to provide neuro-rehabilitation and exercise that are fun. Our goal was to determine how effective they are in achieving motor learning goals and fitness benefits as players gain experience. We employed a repeated measures design to determine changes in physical exertion and engagement with training. Fourteen healthy adults trained on the XBOX Kinect video game Dance Central using a skill-based protocol to examine changes in energy expenditure (EE), heart rate (HR), METs, limb movement, game proficiency, and player engagement in initial, post-training, and transfer-testing of a full-body dance exer-game. Data were analyzed using repeated measures analysis of variance, p<0.05. Both EE, HR, and METs increased from initial (EE 4.89±1.35, HR 103±18, METs 4.25±0.72) to post-training (EE 5.92±1.25, HR 110±15, METs 5.05±0.75) and were greatest during transfer-testing (EE 6.34±1.35, HR 115±17, METs 5.42±0.88, p≤0.001). Proficiency, measured by game scores, also increased from initial to post-training and transfer-testing (p≤0.002). Limb movement and player engagement remained unchanged. It is important to understand whether player physiological and psychophysiological responses change with continued game-play. Although Dance Central involves whole-body movement, physical exertion remained at moderate levels after training. As exer-game and virtual reality systems move from their initial novelty, research about how players react to continued involvement with a game can guide game developers to maintain a freshness through game progression that preserves the participant's attentional focus, minimizes attrition and maintains a prescribed level of energy exertion. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  14. Launch Area #3 for Scout - Wallops Island

    NASA Image and Video Library

    1960-10-10

    Aside from native flora, fauna and the Langley rocket-research complex, there was not much on Wallops Island. Pictured is a 1960 photo of Launch area Number Three, used principally for Scout rocket firings. -- Photograph published in Winds of Change, 75th Anniversary NASA publication (page 73), by James Schultz.

  15. Mario Math with Millennials: The Impact of Playing the Nintendo DS on Student Achievement

    ERIC Educational Resources Information Center

    Gelman, Adam

    2010-01-01

    One of the biggest innovations of the last century has been the invention of the video game. Video games are an extremely popular form of entertainment today. While some question the use of video games in education, others argue that video games are one innovation that if introduced into the classroom, might change how teachers effectively engage…

  16. Evaluating Existing Strategies to Limit Video Game Playing Time.

    PubMed

    Davies, Bryan; Blake, Edwin

    2016-01-01

    Public concern surrounding the effects video games have on players has inspired a large body of research, and policy makers in China and South Korea have even mandated systems that limit the amount of time players spend in game. The authors present an experiment that evaluates the effectiveness of such policies. They show that forcibly removing players from the game environment causes distress, potentially removing some of the benefits that games provide and producing a desire for more game time. They also show that, with an understanding of player psychology, playtime can be manipulated without significantly changing the user experience or negating the positive effects of video games.

  17. Analysis of Subjects' Vulnerability in a Touch Screen Game Using Behavioral Metrics.

    PubMed

    Parsinejad, Payam; Sipahi, Rifat

    2017-12-01

    In this article, we report results on an experimental study conducted with volunteer subjects playing a touch-screen game with two unique difficulty levels. Subjects have knowledge about the rules of both game levels, but only sufficient playing experience with the easy level of the game, making them vulnerable with the difficult level. Several behavioral metrics associated with subjects' playing the game are studied in order to assess subjects' mental-workload changes induced by their vulnerability. Specifically, these metrics are calculated based on subjects' finger kinematics and decision making times, which are then compared with baseline metrics, namely, performance metrics pertaining to how well the game is played and a physiological metric called pnn50 extracted from heart rate measurements. In balanced experiments and supported by comparisons with baseline metrics, it is found that some of the studied behavioral metrics have the potential to be used to infer subjects' mental workload changes through different levels of the game. These metrics, which are decoupled from task specifics, relate to subjects' ability to develop strategies to play the game, and hence have the advantage of offering insight into subjects' task-load and vulnerability assessment across various experimental settings.

  18. Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings

    PubMed Central

    Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana

    2017-01-01

    This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees (n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context. PMID:28421021

  19. Design and evaluation of a computer game to promote a healthy diet for young adults.

    PubMed

    Peng, Wei

    2009-03-01

    This article reports the development and evaluation of a computer game (RightWay Café) as a special medium to promote a healthy diet for young adults. Structural features of computer games, such as interactive tailoring, role playing, the element of fun, and narrative, were operationalized in the RightWay Café game to afford behavior rehearsal in a safe and entertaining way. Theories such as the health belief model, social cognitive theory, and theory of reasoned action guided the content design of the game to influence mediators of behavior change, including self-efficacy, perceived benefits, perceived barriers, and behavior change intention. A randomized controlled evaluation study with pretest, posttest, and follow-up design demonstrated that this game was effective in teaching nutrition and weight management knowledge and increasing people's self-efficacy and perceived benefits of healthy eating, as well as their intention to be on a healthy diet. Limited long-term effects were also found: participants in the game-playing group had greater self-efficacy than participants in the control group after 1 month. This study validates the computer game-based approach to health promotion for young adults. Limitations and implications are also discussed.

  20. Employee Wellbeing: Evaluating a Wellbeing Intervention in Two Settings.

    PubMed

    Keeman, Alexis; Näswall, Katharina; Malinen, Sanna; Kuntz, Joana

    2017-01-01

    This research presents two studies conducted to evaluate the Wellbeing Game in two different contexts: In a student sample and in an organizational setting. Study 1 investigated the efficacy of the Wellbeing Game, in terms of its effect of wellbeing, stress, and an image valence test, among 60 university students. The results showed that after playing the Wellbeing Game, students reported a significant positive change in wellbeing compared to those who did not play the Wellbeing Game, but there was no decrease in stress or any change in classification of image valence. Study 2 evaluated the Wellbeing Game in an organizational context. Employees ( n = 52) in a financial organization played the Wellbeing Game for 4 weeks and answered survey questions about wellbeing and stress at the beginning and end of this period. The results showed that after playing the Wellbeing Game, employees reported lower stress levels, and higher wellbeing levels for those who felt that it had helped them connect more with colleagues. The results from the two studies provide preliminary support that the Wellbeing Game may be an effective wellbeing intervention tool in both an organization and a non-organizational context.

  1. KSC-98pc1825

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, a solid rocket booster hangs in place between two other rocket boosters waiting to be mated with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  2. The SRBs for the Delta II rocket carrying the Mars Polar Lander arrive on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, a solid rocket booster is raised to a vertical position for mating with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar- powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  3. The SRBs for the Delta II rocket carrying the Mars Polar Lander arrive on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, a solid rocket booster waits for mating with the Delta II rocket (in background) carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar- powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  4. The SRBs for the Delta II rocket carrying the Mars Polar Lander arrive on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, workers monitor the solid rocket booster before its being lifted to mate with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  5. The SRBs for the Delta II rocket carrying the Mars Polar Lander arrive on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, the gantry holding the solid rocket boosters is moved into place next to the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  6. Effects of Inlet Modification and Rocket-Rack Extension on the Longitudinal Trim and Low-Lift Drag of the Douglas F5D-1 Airplane as Obtained with a 0.125-Scale Rocket-Boosted Model Between Mach Numbers of 0.81 and 1.64: TED No. NACA AD 399

    NASA Technical Reports Server (NTRS)

    Hastings, Earl C., Jr.; Dickens, Waldo L.

    1957-01-01

    A flight investigation was conducted to determine the effects of inlet modification and rocket-rack extension on the longitudinal trim and low-lift drag of the Douglas F5D-1 airplane. The investigation was conducted with a 0.125-scale rocket-boosted model between Mach Numbers of 0.81 and 1.64. This paper presents the changes in trim angle of attack, trim lift coefficient, and low-lift drag caused by the modified inlets alone over a small part of the test Mach number range and by a combination of the modified inlets and extended rocket racks throughout the remainder of the test.

  7. Are Serious Games a Good Strategy for Pharmacy Education?

    PubMed Central

    Cain, Jeff

    2015-01-01

    Serious gaming is the use of game principles for the purposes of learning, skill acquisition, and training. Higher education is beginning to incorporate serious gaming into curricula, and health professions education is the most common area for serious game use. Advantages of serious gaming in pharmacy education include authentic, situated learning without risk of patient consequences, collaborative learning, ability to challenge students of all performance levels, high student motivation with increased time on task, immediate feedback, ability to learn from mistakes without becoming discouraged, and potential for behavior and attitude change. Development of quality games for pharmacy education requires content expertise as well as expertise in the science and design of gaming. When well done, serious gaming provides a valuable additional tool for pharmacy education. PMID:26089556

  8. Past and Present Large Solid Rocket Motor Test Capabilities

    NASA Technical Reports Server (NTRS)

    Kowalski, Robert R.; Owen, David B., II

    2011-01-01

    A study was performed to identify the current and historical trends in the capability of solid rocket motor testing in the United States. The study focused on test positions capable of testing solid rocket motors of at least 10,000 lbf thrust. Top-level information was collected for two distinct data points plus/minus a few years: 2000 (Y2K) and 2010 (Present). Data was combined from many sources, but primarily focused on data from the Chemical Propulsion Information Analysis Center s Rocket Propulsion Test Facilities Database, and heritage Chemical Propulsion Information Agency/M8 Solid Rocket Motor Static Test Facilities Manual. Data for the Rocket Propulsion Test Facilities Database and heritage M8 Solid Rocket Motor Static Test Facilities Manual is provided to the Chemical Propulsion Information Analysis Center directly from the test facilities. Information for each test cell for each time period was compiled and plotted to produce a graphical display of the changes for the nation, NASA, Department of Defense, and commercial organizations during the past ten years. Major groups of plots include test facility by geographic location, test cells by status/utilization, and test cells by maximum thrust capability. The results are discussed.

  9. Strategic interactions, affective reactions, and fast adaptations.

    PubMed

    Kareev, Yaakov; Avrahami, Judith; Fiedler, Klaus

    2014-06-01

    We studied repeated choices under uncertainty in situations in which the source of uncertainty is the choice of an interaction partner. In 1 experiment the participants engaged in repeated decisions in a mixed motive game; in another experiment the options and outcomes were identical to those in the 1st, but periods of the mixed-motive game alternated with periods of a coordination game, with the change in period not announced. We analyzed choice dynamics-the relationship between an outcome and the choice that followed-and aggregate choice probabilities to gauge the relative merit of reward-based or affect-based accounts (the affects considered being disappointment and regret). In both experiments choice dynamics were essentially identical and were compatible with only the regret-based account. This was true irrespective of the game played or the stage (early or late) of the game. Moreover, the same dynamics explained the very different aggregate probabilities with which the 2 options were chosen in the 2 games and the remarkably fast adaptations to unannounced changes in the game played. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  10. Pilot trial of spirometer games for airway clearance practice in cystic fibrosis.

    PubMed

    Bingham, Peter M; Lahiri, Thomas; Ashikaga, Taka

    2012-08-01

    Many children with cystic fibrosis (CF) adhere poorly to airway clearance techniques (ACTs), and would rather play video games that challenge their dexterity and visual tracking skills. We developed gaming technology that encourages forced expiratory maneuvers. Following interviews regarding recreational activities and subjects' practice of ACTs, we conducted a pilot trial of spirometer games in 13 adolescents with CF, to test the hypothesis that games could increase subjects' engagement with forced expiratory breathing maneuvers and improve pulmonary function tests (PFTs). After baseline PFTs, subjects were provided with digital spirometers and computers set up as "game only" or "control" devices. After the first of 2 periods (each > 2 weeks), the computer was set-up for the alternate condition for period 2. The t test and non-parametric correlation analyses examined use, number of expiratory high flow events (HFEs), and change in PFTs, identifying trends at P ≤ .1, significance at P < .05. Interviews disclosed minimal awareness of ACTs among our pediatric CF patients. Subjects used games and control software a similar percentage of days during the game (26%) and control periods (32%). There was a trend toward more minutes with the game versus control setup (P = .07), though HFE count did not differ between the 2 conditions (P = .71). Game play showed no overall effect on FEV(1), though correlation analysis showed a modest relation between minutes of play and change in FEV(1) from baseline (r = 0.50, P = .09). The game period showed a trend to increased vital capacity (P = .05). Spirometer games elicit forced expiratory breath maneuvers in pediatric CF patients. Improvement in PFTs may be due to improved test performance technique, though improved obstructive/restrictive lung function due to game play cannot be excluded. A formal clinical trial of this approach is planned.

  11. Reality Is Broken to Be Rebuilt: How a Gamer's Mindset Can Show Science Educators New Ways of Contribution to Science and World?

    ERIC Educational Resources Information Center

    Farhangi, Sanaz

    2012-01-01

    This paper presents a review of Jane McGonigal's book, "Reality is broken" (Reality is broken: why games make us better and how they can change the world. Penguin Press, New York, 2011). As the book subtitle suggests it is a book about "why games make us better and how they can change the world", written by a specialist in computer game design. I…

  12. Games and childhood obesity

    USDA-ARS?s Scientific Manuscript database

    Videogames can be used to help children change their obesity-related diet and physical activity behaviors. A review of the relevant literature in this special issue of the Games for Health Journal indicated that video games did influence children's adiposity, but only among children who were alread...

  13. Influences of the G2350A polymorphism in the ACE Gene on cardiac structure and function of ball game players

    PubMed Central

    2012-01-01

    Background Except for the I/D polymorphism in the angiotensin I-converting enzyme (ACE) gene, there were few reports about the relationship between other genetic polymorphisms in this gene and the changes in cardiac structure and function of athletes. Thus, we investigated whether the G2350A polymorphism in the ACE gene is associated with the changes in cardiac structure and function of ball game players. Total 85 healthy ball game players were recruited in this study, and they were composed of 35 controls and 50 ball game players, respectively. Cardiac structure and function were measured by 2-D echocardiography, and the G2350A polymorphism in the ACE gene analyzed by the SNaPshot method. Results There were significant differences in left ventricular mass index (LVmassI) value among each sporting discipline studied. Especially in the athletes of basketball disciplines, indicated the highest LVmassI value than those of other sporting disciplines studied (p < 0.05). However, there were no significant association between any echocardiographic data and the G2350A polymorphism in the ACE gene in the both controls and ball game players. Conclusions Our data suggests that the G2350A polymorphism in the ACE gene may not significantly contribute to the changes in cardiac structure and function of ball game players, although sporting disciplines of ball game players may influence the changes in LVmassI value of these athletes. Further studies using a larger sample size and other genetic markers in the ACE gene will be needed. PMID:22239999

  14. Engaging Systems Understanding through Games (Invited)

    NASA Astrophysics Data System (ADS)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I was quickly generating ideas I was excited to share. Just working with FUTURE COAST in an informal way got my imagination going - not just because of its global issues, but through the collaborative possibilities it seems uniquely designed to leverage.' * 'We walked through a construction site. When we saw that, using current predictions in sea level rise, these homes would be flooded well before the year 2100, it really brought home the weak link between policy and decisionmaking.' * 'I liked being given situations and policy challenges to decide on as player teams. We all have opinions about these things but don't often get a chance to discuss them and consider the implications of these decisions.' Using a variety of state-of-the-art methods that map mental models (e.g. fuzzy cognitive mapping), and problem-solving approaches that test key systems thinking indicators (e.g. awareness of feedback loops and time delays), we are assessing the extent to which the PoLAR games/ products/interventions enhance systems thinking in participants compared with more traditional text-based sources of climate change information.

  15. Space Operations Learning Center (SOLC) iPhone/iPad Application

    NASA Technical Reports Server (NTRS)

    Binebrink, Daniel; Kuok, Heng; Hammond, Malinda; Hull, Scott

    2013-01-01

    This iPhone application, Space Junk Sammy, is intended to be an educational application designed for Apple iPhones and iPads. This new concept educates kids in an innovative way about how orbital debris affects space missions. Orbital debris is becoming a very significant concern for NASA and all Earthorbiting space missions. Spacecraft in low-Earth orbit are in constant danger of being potentially damaged or destroyed by debris. High-profile spacecraft such as the International Space Station (ISS) and Hubble Space Telescope are dealing with orbital debris on a regular basis. Other basic educational concepts that are portrayed are low-Earth orbits, satellites, ISS, attitude control, and other facts that can be presented in betweenlevel popup screens. The Orbital Debris Cleanup game is relatively simple from the user s technical standpoint. It is a 2D game where the user s avatar is a satellite buddy, named Sammy, in orbit around Earth. Sammy is controlled by the user with the device s gyroscope as well as touchscreen controls. It has equipment used for taking care of the space debris objects on the screen. Sammy also has a claw, a laser deflector, and hydrazine rockets to grab or push the debris objects into a higher orbit or into a lower orbit to burn up in the Earth s atmosphere. The user interface shows Sammy and space debris objects constantly moving from left to right, where Sammy is trying to catch the debris objects before they move off the right side of the screen. Everything will be in constant motion to increase fun and add to the realism of orbiting the Earth. The satellite buddy is used to clean up the space debris and protect other satellites. Later levels will include a laser deflector and hydrazine rockets instead of a robotic claw to push the orbital debris into a higher orbit and out of the path of other satellites

  16. Alternative Calculations of Individual Patient Time in Therapeutic Range While Taking Warfarin: Results From the ROCKET AF Trial

    PubMed Central

    Singer, Daniel E.; Hellkamp, Anne S.; Yuan, Zhong; Lokhnygina, Yuliya; Patel, Manesh R.; Piccini, Jonathan P.; Hankey, Graeme J.; Breithardt, Günter; Halperin, Jonathan L.; Becker, Richard C.; Hacke, Werner; Nessel, Christopher C.; Mahaffey, Kenneth W.; Fox, Keith A. A.; Califf, Robert M.

    2015-01-01

    Background In the ROCKET AF (Rivaroxaban–Once‐daily, oral, direct Factor Xa inhibition Compared with vitamin K antagonism for prevention of stroke and Embolism Trial in Atrial Fibrillation) trial, marked regional differences in control of warfarin anticoagulation, measured as the average individual patient time in the therapeutic range (iTTR) of the international normalized ratio (INR), were associated with longer inter‐INR test intervals. The standard Rosendaal approach can produce biased low estimates of TTR after an appropriate dose change if the follow‐up INR test interval is prolonged. We explored the effect of alternative calculations of TTR that more immediately account for dose changes on regional differences in mean iTTR in the ROCKET AF trial. Methods and Results We used an INR imputation method that accounts for dose change. We compared group mean iTTR values between our dose change–based method with the standard Rosendaal method and determined that the differences between approaches depended on the balance of dose changes that produced in‐range INRs (“corrections”) versus INRs that were out of range in the opposite direction (“overshoots”). In ROCKET AF, the overall mean iTTR of 55.2% (Rosendaal) increased up to 3.1% by using the dose change–based approach, depending on assumptions. However, large inter‐regional differences in anticoagulation control persisted. Conclusions TTR, the standard measure of control of warfarin anticoagulation, depends on imputing daily INR values for the vast majority of follow‐up days. Our TTR calculation method may better reflect the impact of warfarin dose changes than the Rosendaal approach. In the ROCKET AF trial, this dose change–based approach led to a modest increase in overall mean iTTR but did not materially affect the large inter‐regional differences previously reported. Clinical Trial Registration URL: ClinicalTrials.gov. Unique identifier: NCT00403767. PMID:25736441

  17. Immune system alteration in response to two consecutive soccer games.

    PubMed

    Malm, C; Ekblom, O; Ekblom, B

    2004-02-01

    Changes in leucocyte and monocyte subpopulations were investigated in 10 elite male soccer players aged 16-19 years. The purpose was to perform a descriptive study of immunological alterations in elite soccer players in response to two consecutive games separated by 20 h. It was hypothesized that in response to two games the players would show signs of short-term immunosuppression. Blood samples were taken before the first soccer game, immediately after the second game and after 6, 24, 48 and 72 h. Cell surface antigens, testosterone and cortisol were investigated. During the first 6 h after the second game there was a significant increase in number of circulating neutrophils, mature (CD20+ CD5+) B cells and CD4/CD8 ratio. A significant decrease was observed in the number of natural killer (NK) cells, monocytes and adhesion on lymphocytes and monocytes. In a delayed phase, 48 h after the second game the expression of both adhesion and signalling molecules increased on lymphocytes and monocytes. Changes in adhesion and signalling molecules at 48 h correlated negatively to the subjects VO2max, suggesting larger immunological response to similar exercise in subjects with lower aerobic exercise capacity. In response to competitive soccer exercise some immunological variables are enhanced while others are depressed. Observed changes may serve a purpose in adaptation to exercise by signalling via adhesion.

  18. Evolution of cooperation with shared costs and benefits

    PubMed Central

    Brown, Joel S; Vincent, Thomas L

    2008-01-01

    The quest to determine how cooperation evolves can be based on evolutionary game theory, in spite of the fact that evolutionarily stable strategies (ESS) for most non-zero-sum games are not cooperative. We analyse the evolution of cooperation for a family of evolutionary games involving shared costs and benefits with a continuum of strategies from non-cooperation to total cooperation. This cost–benefit game allows the cooperator to share in the benefit of a cooperative act, and the recipient to be burdened with a share of the cooperator's cost. The cost–benefit game encompasses the Prisoner's Dilemma, Snowdrift game and Partial Altruism. The models produce ESS solutions of total cooperation, partial cooperation, non-cooperation and coexistence between cooperation and non-cooperation. Cooperation emerges from an interplay between the nonlinearities in the cost and benefit functions. If benefits increase at a decelerating rate and costs increase at an accelerating rate with the degree of cooperation, then the ESS has an intermediate level of cooperation. The game also exhibits non-ESS points such as unstable minima, convergent-stable minima and unstable maxima. The emergence of cooperative behaviour in this game represents enlightened self-interest, whereas non-cooperative solutions illustrate the Tragedy of the Commons. Games having either a stable maximum or a stable minimum have the property that small changes in the incentive structure (model parameter values) or culture (starting frequencies of strategies) result in correspondingly small changes in the degree of cooperation. Conversely, with unstable maxima or unstable minima, small changes in the incentive structure or culture can result in a switch from non-cooperation to total cooperation (and vice versa). These solutions identify when human or animal societies have the potential for cooperation and whether cooperation is robust or fragile. PMID:18495622

  19. Body Segment Kinematics and Energy Expenditure in Active Videogames.

    PubMed

    Böhm, Birgit; Hartmann, Michael; Böhm, Harald

    2016-06-01

    Energy expenditure (EE) in active videogames (AVGs) is a component for assessing its benefit for cardiovascular health. Existing evidence suggests that AVGs are able to increase EE above rest and when compared with playing passive videogames. However, the association between body movement and EE remains unclear. Furthermore, for goal-directed game design, it is important to know the contribution of body segments to EE. This knowledge will help to acquire a certain level of exercise intensity during active gaming. Therefore, the purpose of this study was to determine the best predictors of EE from body segment energies, acceleration, and heart rate during different game situations. EE and body segment movement of 17 subjects, aged 22.1 ± 2.5 years, were measured in two different AVGs. In randomized order, the subjects played a handheld-controlled Nintendo(®) Wii™ tennis (NWT) game and a whole body-controlled Sony EyeToy(®) waterfall (ETW) game. Body segment movement was analyzed using a three-dimensional motion capture system. From the video data, mean values of mechanical energy change and acceleration of 10 body segments were analyzed. Measured EE was significantly higher in ETW (7.8 ± 1.4 metabolic equivalents [METs]) than in NWT (3.4 ± 1.0 METs). The best prediction parameter for the more intense ETW game was the energy change of the right thigh and for the less intense hand-controlled NWT game was the energy change of the upper torso. Segment acceleration was less accurate in predicting EE. The best predictors of metabolic EE were the thighs and the upper torso in whole body and handheld-controlled games, respectively. Increasing movement of these body segments would lead to higher physical activity intensity during gaming, reducing sedentary behavior.

  20. Let's get technical! Gaming and technology for weight control and health promotion in children.

    PubMed

    Baranowski, Tom; Frankel, Leslie

    2012-02-01

    Most children, including lower socioeconomic status and ethnic minority children, play video games, use computers, and have cell phones, and growing numbers have smart phones and electronic tablets. They are comfortable with, even prefer, electronic media. Many expect to be entertained and have a low tolerance for didactic methods. Thus, health promotion with children needs to incorporate more interactive media. Interactive media for weight control and health promotion among children can be broadly classified into web-based educational/therapeutic programs, tailored motivational messaging systems, data monitoring and feedback systems, active video games, and diverse forms of interactive multimedia experiences involving games. This article describes the primary characteristics of these different technological methods; presents the strengths and weaknesses of each in meeting the needs of children of different ages; emphasizes that we are in the earliest stages of knowing how best to design these systems, including selecting the optimal requisite behavioral change theories; and identifies high-priority research issues. Gaming and technology offer many exciting, innovative opportunities for engaging children and promoting diet and physical activity changes that can contribute to obesity prevention and weight loss maintenance. Research needs to clarify optimal procedures for effectively promoting change with each change procedure.

  1. Spatial correlated games

    PubMed Central

    2017-01-01

    This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3, 150477. (doi:10.1098/rsos.150477)). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs. PMID:29291120

  2. Miniature Rocket Motor for Aircraft Stall/Spin Recovery

    NASA Technical Reports Server (NTRS)

    Lucy, M. H.

    1985-01-01

    Design accommodates different thrust levels and burn times with minimum weight. Different thrust levels achieved by substituting other propellants of different diameter and burn-rate characteristics. Different burn times achieved by simply changing length of grain/tube assembly. Grain bond material also acts as insulator for fiberglass tube. Rocket motor attached to aircraft model and ignited from radio-controlled 4.8-volt power source. Device provides more than twice energy available in previous designs at only 60 percent of weight. Rocket motor used to identify energy requirements for aircraft stall/spin recovery positive propulsion system.

  3. Robotic Processing Of Rocket-Engine Nozzles

    NASA Technical Reports Server (NTRS)

    Gilbert, Jeffrey L.; Maslakowski, John E.; Gutow, David A.; Deily, David C.

    1994-01-01

    Automated manufacturing cell containing computer-controlled robotic processing system developed to implement some important related steps in fabrication of rocket-engine nozzles. Performs several tedious and repetitive fabrication, measurement, adjustment, and inspection processes and subprocesses now performed manually. Offers advantages of reduced processing time, greater consistency, excellent collection of data, objective inspections, greater productivity, and simplified fixturing. Also affords flexibility: by making suitable changes in hardware and software, possible to modify process and subprocesses. Flexibility makes work cell adaptable to fabrication of heat exchangers and other items structured similarly to rocket nozzles.

  4. Atmospheric environmental implications of propulsion systems

    NASA Technical Reports Server (NTRS)

    Mcdonald, Allan J.; Bennett, Robert R.

    1995-01-01

    Three independent studies have been conducted for assessing the impact of rocket launches on the earth's environment. These studies have addressed issues of acid rain in the troposphere, ozone depletion in the stratosphere, toxicity of chemical rocket exhaust products, and the potential impact on global warming from carbon dioxide emissions from rocket launches. Local, regional, and global impact assessments were examined and compared with both natural sources and anthropogenic sources of known atmospheric pollutants with the following conclusions: (1) Neither solid nor liquid rocket launches have a significant impact on the earth's global environment, and there is no real significant difference between the two. (2) Regional and local atmospheric impacts are more significant than global impacts, but quickly return to normal background conditions within a few hours after launch. And (3) vastly increased space launch activities equivalent to 50 U.S. Space Shuttles or 50 Russian Energia launches per year would not significantly impact these conclusions. However, these assessments, for the most part, are based upon homogeneous gas phase chemistry analysis; heterogeneous chemistry from exhaust particulates, such as aluminum oxide, ice contrails, soot, etc., and the influence of plume temperature and afterburning of fuel-rich exhaust products, need to be further addressed. It was the consensus of these studies that computer modeling of interactive plume chemistry with the atmosphere needs to be improved and computer models need to be verified with experimental data. Rocket exhaust plume chemistry can be modified with propellant reformulation and changes in operating conditions, but, based upon the current state of knowledge, it does not appear that significant environmental improvements from propellant formulation changes can be made or are warranted. Flight safety, reliability, and cost improvements are paramount for any new rocket system, and these important aspects cannot be compromised. A detailed environmental cost-benefit-risk analysis must be conducted before any new chemistry or changes in rocket operating conditions should be seriously considered for any future space or defense applications. This paper presents a summary of the results of environmental assessments contained in these independent studies.

  5. Effects of Locus of Control on Behavioral Intention and Learning Performance of Energy Knowledge in Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, Jie Chi; Lin, Yi Lung; Liu, Yi-Chun

    2017-01-01

    Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners' reactions to digital games for…

  6. Solar thermal rocket engine (STRE) thrust characteristics at the change of engine operation mode and of the flight vehicle attitude in the solar system

    NASA Astrophysics Data System (ADS)

    Kudrin, O. I.

    1993-10-01

    Relationships are presented which describe changes in the thrust and specific impulse of a solar thermal rocket engine due to a change in the flow rate of the working fluid (hydrogen). Expressions are also presented which describe the variation of the STRE thrust and specific impulse with the distance between the flight vehicle and the sun. Results of calculations are presented for an STRE with afterburning of the working fluid (hydrogen + oxygen) using hydrogen heating by solar energy to a temperature of 2360 K.

  7. Technology for low cost solid rocket boosters.

    NASA Technical Reports Server (NTRS)

    Ciepluch, C.

    1971-01-01

    A review of low cost large solid rocket motors developed at the Lewis Research Center is given. An estimate is made of the total cost reduction obtainable by incorporating this new technology package into the rocket motor design. The propellant, case material, insulation, nozzle ablatives, and thrust vector control are discussed. The effect of the new technology on motor cost is calculated for a typical expandable 260-in. booster application. Included in the cost analysis is the influence of motor performance variations due to specific impulse and weight changes. It is found for this application that motor costs may be reduced by up to 30% and that the economic attractiveness of future large solid rocket motors will be improved when the new technology is implemented.

  8. Vertical Landing Aerodynamics of Reusable Rocket Vehicle

    NASA Astrophysics Data System (ADS)

    Nonaka, Satoshi; Nishida, Hiroyuki; Kato, Hiroyuki; Ogawa, Hiroyuki; Inatani, Yoshifumi

    The aerodynamic characteristics of a vertical landing rocket are affected by its engine plume in the landing phase. The influences of interaction of the engine plume with the freestream around the vehicle on the aerodynamic characteristics are studied experimentally aiming to realize safe landing of the vertical landing rocket. The aerodynamic forces and surface pressure distributions are measured using a scaled model of a reusable rocket vehicle in low-speed wind tunnels. The flow field around the vehicle model is visualized using the particle image velocimetry (PIV) method. Results show that the aerodynamic characteristics, such as the drag force and pitching moment, are strongly affected by the change in the base pressure distributions and reattachment of a separation flow around the vehicle.

  9. Prediction of the conditions for the consumption of game by Polish consumers.

    PubMed

    Kwiecińska, Katarzyna; Kosicka-Gębska, Małgorzata; Gębski, Jerzy; Gutkowska, Krystyna

    2017-09-01

    Due to the changing needs of consumers and the increased risk of diet-related diseases, today's consumers are forced to seek alternative types of meat. It should, on one hand be tasty, and on the other will improve the health of the consumer. Game is considered to be such a meat. Although Poland is one of the leading producers and exporters of game in Europe, the level of its consumption is very low at about 0.08kg/person/year. Based on quantitative data from 1000 respondents a model predicting the consumption of wild game based on logistic regression has been prepared. It was demonstrated that consumers are likely to increase their consumption of game, provided that it will have a higher quality and greater commercial availability. A higher propensity to change eating habits in respect of game was displayed mainly by men, city dwellers and those who evaluated their own knowledge on nutritional and diet higher than others. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. Effect of virtual reality in Parkinson's disease: a prospective observational study.

    PubMed

    Severiano, Maria Izabel Rodrigues; Zeigelboim, Bianca Simone; Teive, Hélio Afonso Ghizoni; Santos, Geslaine Janaína Barbosa; Fonseca, Vinícius Ribas

    2018-02-01

    To assess the effectiveness of balance exercises by means of virtual reality games in Parkinson's disease. Sixteen patients were submitted to anamnesis, otorhinolaryngological and vestibular examinations, as well as the Dizziness Handicap Inventory, Berg Balance Scale, SF-36 questionnaire, and the SRT, applied before and after rehabilitation with virtual reality games. Final scoring for the Dizziness Handicap Inventory and Berg Balance Scale was better after rehabilitation. The SRT showed a significant result after rehabilitation. The SF-36 showed a significant change in the functional capacity for the Tightrope Walk and Ski Slalom virtual reality games (p < 0.05), as well as in the mental health aspect of the Ski Slalom game (p < 0.05). The Dizziness Handicap Inventory and Berg Balance Scale showed significant changes in the Ski Slalom game (p < 0.05). There was evidence of clinical improvement in patients in the final assessment after virtual rehabilitation. The Tightrope Walk and Ski Slalom virtual games were shown to be the most effective for this population.

  11. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  12. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  13. OFFSETTING TOMORROW’S ADVERSARY IN A CONTESTED ENVIRONMENT: DEFENDING EXPEDITIONARY ADVANCE BASES IN 2025 AND BEYOND

    DTIC Science & Technology

    2017-04-06

    action by keeping a foot in the door in contested environments. The integration of game -changing technology in force development paired with an...domain synergy, and emerging " game -changing" technologies. The intent of this report is not to define but rather describe what has been coined as the...Energy as possible “ game changers” in the implementation of future offset strategies and each lends distinct capabilities in defense of EABs.23 The

  14. Effects of Inlet Modification and Rocket-Rack Extension on the Longitudinal Trim and Low-Lift Drag of the Douglas F5D-1 Airplane as Obtained with a 0.125-Scale Rocket-Boosted Model between Mach Numbers of 0.81 and 1.64, TED No. NACA AD 399

    NASA Technical Reports Server (NTRS)

    Hastings, Earl C., Jr.; Dickens, Waldo L.

    1957-01-01

    A flight investigation was conducted to determine the effects of an inlet modification and rocket-rack extension on the longitudinal trim and low-lift drag of the Douglas F5D-1 airplane. The investigation was conducted with a 0.125-scale rocket-boosted model which was flight tested at the Langley Pilotless Aircraft Research Station at Wallops Island, Va. Results indicate that the combined effects of the modified inlet and fully extended rocket racks on the trim lift coefficient and trim angle of attack were small between Mach numbers of 0.94 and 1.57. Between Mach numbers of 1.10 and 1.57 there was an average increase in drag coefficient of about o,005 for the model with modified inlet and extended rocket racks. The change in drag coefficient due to the inlet modification alone is small between Mach numbers of 1.59 and 1.64

  15. Design Rationale Behind the Serious Self-Regulation Game Intervention "Balance It": Overweight Prevention Among Secondary Vocational Education Students in The Netherlands.

    PubMed

    Spook, Jorinde E; Paulussen, Theo; Paulissen, Rosie; Visschedijk, Gillian; Kok, Gerjo; van Empelen, Pepijn

    2015-10-01

    This article describes the design rationale behind a serious self-regulation game intervention. The aim of the game is to promote healthy dietary intake and physical activity among secondary vocational educational students in The Netherlands (approximately 16-20 years of age). The game "Balance It" was developed according to an intervention mapping (IM) protocol. Following IM, we specified health promotion and usability objectives and linked these objectives to selected behavior change and persuasive methods. Accordingly, these methods were translated into a coherent intervention program. The health behavior change objectives were derived from the determinants of the behavior and from Self-Regulation Theory (e.g., students are asked to set goals, monitor and evaluate their behavior, and create coping plans). Usability objectives were derived from the RE-AIM model (i.e., Reach, Effectiveness, Adoption, Implementation, and Maintenance). Next, behavior change and persuasive techniques were selected (e.g., goal setting and prompting, respectively) that did fit with the targeted change objectives and were translated in the design of a (mobile) serious self-regulation game intervention. Subsequently, three concept and usability tests were performed to improve intervention usability, and an evaluation plan was developed. The aim of this study was to provide a design rationale for game interventions targeting health-related behaviors. We developed a coherent program design in which both health behavior change and usability factors are addressed. The IM protocol can serve as a useful guide for decision making in program development and evaluation.

  16. How does the presence of a conspecific individual change the behavioral game that a predator plays with its prey?

    PubMed

    Vardi, Reut; Abramsky, Zvika; Kotler, Burt P; Altstein, Ofir; Rosenzweig, Michael L

    2017-07-01

    Behavioral games predators play among themselves may have profound effects on behavioral games predators play with their prey. We studied the behavioral game between predators and prey within the framework of social foraging among predators. We tested how conspecific interactions among predators (little egret) change the predator-prey behavioral game and foraging success. To do so, we examined foraging behavior of egrets alone and in pairs (male and female) in a specially designed aviary consisting of three equally spaced pools with identical initial prey (comet goldfish) densities. Each pool was comprised of a risky microhabitat, rich with food, and a safe microhabitat with no food, forcing the fish to trade off food and safety. When faced with two versus one egret, we found that fish significantly reduced activity in the risky habitat. Egrets in pairs suffered reduced foraging success (negative intraspecific density dependence) and responded to fish behavior and to their conspecific by changing their visiting regime at the different pools-having shorter, more frequent visits. The time egret spent on each visit allowed them to match their long-term capture success rate across the environment to their capture success rate in the pool, which satisfies one aspect of optimality. Overall, egrets in pairs allocated more time for foraging and changed their foraging tactics to focus more on fish under cover and fish 'peeping' out from their shelter. These results suggest that both prey and predator show behavioral flexibility and can adjust to changing conditions as needed in this foraging game.

  17. Development Challenges of Game-Changing Entry System Technologies from Concept to Mission Infusion

    NASA Technical Reports Server (NTRS)

    Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Don; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul

    2015-01-01

    Realization within the US and NASA that future exploration both Human and Robotic will require innovative new technologies led to the creation of the Space Technology Mission Directorate and investment in game changing technologies with high pay-off. Some of these investments will see success and others, due to many of the constraints, will not attain their goal. The co-authors of this proposed presentation have been involved from concept to mission infusion aspects of entry technologies that are game changing. The four example technologies used to describe the challenges experienced along the pathways to success are at different levels of maturity. They are Conformal, 3-D MAT, HEEET and ADEPT. The four examples in many ways capture broad aspects of the challenges of maturation and illustrate what led some to be exceptionally successful and how others had to be altered in order remain viable game changing technologies. Subsystem technologies for robotic and human missions?

  18. The Guppy Game

    ERIC Educational Resources Information Center

    Blattner, Margaret; Hug, Barbara; Watson, Patrick; Korol, Donna

    2012-01-01

    Adaptation, interactions between species and their environments, and change over time are fundamental principles in biology. They represent aspects of two of the big ideas in science: evolution and natural selection. To help students understand these ideas, the authors developed the "Guppy Game." In this article, they describe the game and how…

  19. Integrating Health Behavior Theory and Design Elements in Serious Games.

    PubMed

    Cheek, Colleen; Fleming, Theresa; Lucassen, Mathijs Fg; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. This study's method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user's sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose.

  20. Effect of grain port length-diameter ratio on combustion performance in hybrid rocket motors

    NASA Astrophysics Data System (ADS)

    Cai, Guobiao; Zhang, Yuanjun; Tian, Hui; Wang, Pengfei; Yu, Nanjia

    2016-11-01

    The objectives of this study are to develop a more accurate regression rate considering the oxidizer mass flow and the fuel grain geometry configuration with numerical and experimental investigations in polyethylene (PE)/90% hydrogen peroxide (HP) hybrid rocket. Firstly, a 2-D axisymmetric CFD model with turbulence, chemistry reaction, solid-gas coupling is built to investigate the combustion chamber internal flow structure. Then a more accurate regression formula is proposed and the combustion efficiency changing with the length-diameter ratio is studied. A series experiments are conducted in various oxidizer mass flow to analyze combustion performance including the regression rate and combustion efficiency. The regression rates are measured by the fuel mass reducing and diameter changing. A new regression rate formula considering the fuel grain configuration is proposed in this paper. The combustion efficiency increases with the length-diameter ratio changing. To improve the performance of a hybrid rocket motor, the port length-diameter ratio is suggested 10-12 in the paper.

  1. An Exploratory Analysis of Game Telemetry from a Pediatric mHealth Intervention.

    PubMed

    Padman, Rema; Gupta, Disha; Sri Prakash, Bhargav; Krishnan, Chelladurai; Panchatcharam, K

    2017-01-01

    Pediatric obesity is a growing epidemic, with unhealthy eating habits and poor physical activity being major contributors. While video and mobile games have been shown to have a positive impact on behavior change in children, the mechanisms underlying game play that impact outcomes of interest are poorly understood. This research aims to examine the impact of a novel mobile gaming app on the design of behavioral interventions by learning from the rich and unique game telemetry generated from a randomized controlled trial of the app use by school children. In this exploratory analysis, we extract a partial dataset to build and analyze chronological sequences of game plays to understand key patterns in the game mechanics that players utilize as they navigate the game, and possible implications of the results.

  2. Propulsion Physics Using the Chameleon Density Model

    NASA Technical Reports Server (NTRS)

    Robertson, Glen A.

    2011-01-01

    To grow as a space faring race, future spaceflight systems will require a new theory of propulsion. Specifically one that does not require mass ejection without limiting the high thrust necessary to accelerate within or beyond our solar system and return within a normal work period or lifetime. The Chameleon Density Model (CDM) is one such model that could provide new paths in propulsion toward this end. The CDM is based on Chameleon Cosmology a dark matter theory; introduced by Khrouy and Weltman in 2004. Chameleon as it is hidden within known physics, where the Chameleon field represents a scalar field within and about an object; even in the vacuum. The CDM relates to density changes in the Chameleon field, where the density changes are related to matter accelerations within and about an object. These density changes in turn change how an object couples to its environment. Whereby, thrust is achieved by causing a differential in the environmental coupling about an object. As a demonstration to show that the CDM fits within known propulsion physics, this paper uses the model to estimate the thrust from a solid rocket motor. Under the CDM, a solid rocket constitutes a two body system, i.e., the changing density of the rocket and the changing density in the nozzle arising from the accelerated mass. Whereby, the interactions between these systems cause a differential coupling to the local gravity environment of the earth. It is shown that the resulting differential in coupling produces a calculated value for the thrust near equivalent to the conventional thrust model used in Sutton and Ross, Rocket Propulsion Elements. Even though imbedded in the equations are the Universe energy scale factor, the reduced Planck mass and the Planck length, which relates the large Universe scale to the subatomic scale.

  3. Effectiveness of atomoxetine and methylphenidate for problematic online gaming in adolescents with attention deficit hyperactivity disorder.

    PubMed

    Park, Jeong Ha; Lee, Young Sik; Sohn, Ji Hyun; Han, Doug Hyun

    2016-11-01

    There is a high prevalence of problematic online gaming in adolescents with attention deficit hyperactivity disorder (ADHD). In the current study, we compared the effectiveness of atomoxetine (ATM) and methylphenidate (MPH) on problematic online gaming in adolescents with ADHD. We recruited 86 adolescents diagnosed with ADHD together with Internet gaming disorder. These participants were divided into two treatment groups: 44 participants were treated with MPH for 12 weeks, and 42 participants were treated with ATM for 12 weeks. During the 3-month study period, the MPH group showed greater improvement in Korean ADHD rating scale scores than the ATM group. The ATM group showed greater improvement in Child Depression Inventory scores than the MPH group. However, Young Internet Addiction Scale and Behavioral Inhibition & Activation Scales score changes did not differ significantly between the MPH and ATM groups. In both groups, changes in Young Internet Addiction Scale scores were positively correlated with the changes in Behavioral Inhibition & Activation Scales scores. Both MPH and ATM reduced the severity of Internet gaming disorder symptoms, and this reduction was correlated with impulsivity reduction, which also resulted from both ADHD medications. These findings suggest impulsivity plays a critical role in the development of problematic online gaming. Copyright © 2016 John Wiley & Sons, Ltd.

  4. Research-informed Outreach informs Research: Using games to inform and understand farmer decisions in Sri Lanka

    NASA Astrophysics Data System (ADS)

    Gunda, T.; Yeung, K.; Hornberger, G. M.

    2016-12-01

    Researchers from the Agricultural Decision Making and Adaptation to Precipitation Trends in Sri Lanka (ADAPT-SL) team have been working for the past six years to understand Sri Lanka's agricultural vulnerability to climate change and how farmers and policy makers can adapt to and mitigate the variety of threats and uncertainties that climate change brings. In addition to academic publications, the compiled and developed knowledge from the ADAPT-SL research efforts are shared routinely with Sri Lankan stakeholders directly. While presentations are the norm for academic and government stakeholder outreach, we decided that an interactive component would increase farmers' learning. Drawing on teaching pedagogies, we designed a place-based, hands-on game that incorporated local climate and market characteristics to convey the impact of climate change on crop water needs for the Sri Lanka farmers. The process of developing the game, however, revealed gaps in our research knowledge, specifically regarding how farmers balance uncertainties associated with weather and market conditions. So we took advantage of the opportunity offered by the outreach effort to collect data; findings from the game led to the development of a system dynamics model. The game was well received by farmers and other Sri Lankan stakeholders in January 2016, with the former expressing that they played the game as if it was emulating actual farming decisions. The farmers also expressed a desire for more outreach efforts to be designed in such an interactive way. The game has since been used to engage U.S. students (from 5th grade to college seniors majoring in Sociology) regarding the complexities of tackling climate change issues.

  5. Incorporating behavioral techniques into a serious video game for children

    USDA-ARS?s Scientific Manuscript database

    Little is known about how to design serious video games for children. The purpose of this paper is to describe how behavior change techniques promoting self-regulation were incorporated into a serious video game to help children consume more fruit and vegetables, and the extent to which these techn...

  6. Cognitive/Attentional Distraction in the Control of Conditioned Nausea in Pediatric Cancer Patients Receiving Chemotherapy.

    ERIC Educational Resources Information Center

    Redd, William H.; And Others

    1987-01-01

    Investigated use of cognitive/attentional distraction (via commercially available video games) to control conditioned nausea in pediatric cancer patients receiving chemotherapy. Video game-playing resulted in significantly less nausea. The introduction and withdrawal of the opportunity to play video games produced significant changes (reduction…

  7. The Caterpillar Game: A Classroom Management System

    ERIC Educational Resources Information Center

    Floress, Margaret T.; Rock, Angela L.; Hailemariam, Assegedech

    2017-01-01

    A single-case experimental design was used to evaluate the effects of the Caterpillar Game, a classroom management system, on disruptive behavior in a general education first grade classroom. A multiple baseline design across settings was used to evaluate changes in student disruptive behavior and teacher praise. When the Caterpillar Game was…

  8. Digital Games: Changing Education, One Raid at a Time

    ERIC Educational Resources Information Center

    Pivec, Paul; Pivec, Maja

    2011-01-01

    Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on…

  9. Online Stock Market Games for High Schools.

    ERIC Educational Resources Information Center

    Lopus, Jane; Placone, Dennis

    2002-01-01

    Identifies a Web site providing information about stock market simulations for high school economics courses. Divides the information into two tables: (1) the structure of online stock market games; and (2) the determination of portfolio values of online stock market games. States that changes and updates are available at Web sites. (JEH)

  10. Learning to multitask: effects of video game practice on electrophysiological indices of attention and resource allocation.

    PubMed

    Maclin, Edward L; Mathewson, Kyle E; Low, Kathy A; Boot, Walter R; Kramer, Arthur F; Fabiani, Monica; Gratton, Gabriele

    2011-09-01

    Changes in attention allocation with complex task learning reflect processing automatization and more efficient control. We studied these changes using ERP and EEG spectral analyses in subjects playing Space Fortress, a complex video game comprising standard cognitive task components. We hypothesized that training would free up attentional resources for a secondary auditory oddball task. Both P3 and delta EEG showed a processing trade-off between game and oddball tasks, but only some game events showed reduced attention requirements with practice. Training magnified a transient increase in alpha power following both primary and secondary task events. This contrasted with alpha suppression observed when the oddball task was performed alone, suggesting that alpha may be related to attention switching. Hence, P3 and EEG spectral data are differentially sensitive to changes in attentional processing occurring with complex task training. Copyright © 2011 Society for Psychophysiological Research.

  11. Long-term relations among prosocial-media use, empathy, and prosocial behavior.

    PubMed

    Prot, Sara; Gentile, Douglas A; Anderson, Craig A; Suzuki, Kanae; Swing, Edward; Lim, Kam Ming; Horiuchi, Yukiko; Jelic, Margareta; Krahé, Barbara; Liuqing, Wei; Liau, Albert K; Khoo, Angeline; Petrescu, Poesis Diana; Sakamoto, Akira; Tajima, Sachi; Toma, Roxana Andreea; Warburton, Wayne; Zhang, Xuemin; Lam, Ben Chun Pan

    2014-02-01

    Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.

  12. Evidence for age-associated cognitive decline from Internet game scores.

    PubMed

    Geyer, Jason; Insel, Philip; Farzin, Faraz; Sternberg, Daniel; Hardy, Joseph L; Scanlon, Michael; Mungas, Dan; Kramer, Joel; Mackin, R Scott; Weiner, Michael W

    2015-06-01

    Lumosity's Memory Match (LMM) is an online game requiring visual working memory. Change in LMM scores may be associated with individual differences in age-related changes in working memory. Effects of age and time on LMM learning and forgetting rates were estimated using data from 1890 game sessions for users aged 40 to 79 years. There were significant effects of age on baseline LMM scores (β = -.31, standard error or SE = .02, P < .0001) and lower learning rates (β = -.0066, SE = .0008, P < .0001). A sample size of 202 subjects/arm was estimated for a 1-year study for subjects in the lower quartile of game performance. Online memory games have the potential to identify age-related decline in cognition and to identify subjects at risk for cognitive decline with smaller sample sizes and lower cost than traditional recruitment methods.

  13. Market mechanism based on the endogenous changing of game types such as Minority-Majority games

    NASA Astrophysics Data System (ADS)

    Ahn, Sanghyun; Lim, Gyuchang; Kim, Sooyong; Kim, Kyungsik

    2010-03-01

    In many social and biological systems agents simultaneously and adaptively compete for limited resources, thereby altering their environment. We propose a evolution function extending Minority-Majority Games that captures the competition between agents to make money. The dynamics changes the ratio of two types of boundedly rational traders, fundamentalists and chartists with the payoff function endogenously. In the previous game theories, the best strategies are not always targeting the minority but are shifting opportunistically between the minority and the majority. And using a mixture of local bifurcation theory and numerical methods, there are possible bifurcation routes to complicated asset price dynamics, chaotic attractors. Hereby we improve the thinking logic of the atoms for attaching the dynamics to the market. This working shows that removing unrealistic features of the game theories leads to models which reproduce a behavior close to what is observed in real markets.

  14. Changes in brain activity in response to problem solving during the abstinence from online game play.

    PubMed

    Kim, Sun Mi; Han, Doug Hyun; Lee, Young Sik; Kim, Jieun E; Renshaw, Perry F

    2012-06-01

    Several studies have suggested that addictive disorders including substance abuse and pathologic gambling might be associated with dysfunction on working memory and prefrontal activity. We hypothesized that excessive online game playing is associated with deficits in prefrontal cortex function and that recovery from excessive online game playing might improve prefrontal cortical activation in response to working memory stimulation. Thirteen adolescents with excessive online game playing (AEOP) and ten healthy adolescents (HC) agreed to participate in this study. The severity of online game play and playing time were evaluated for a baseline measurement and again following four weeks of treatment. Brain activation in response to working memory tasks (simple and complex calculations) at baseline and subsequent measurements was assessed using BOLD functional magnetic resonance imaging (fMRI). Compared to the HC subjects, the AEOP participants exhibited significantly greater activity in the right middle occipital gyrus, left cerebellum posterior lobe, left premotor cortex and left middle temporal gyrus in response to working memory tasks during baseline measurements. After four weeks of treatment, the AEOP subjects showed increased activity within the right dorsolateral prefrontal cortex and left occipital fusiform gyrus. After four weeks of treatment, changes in the severity of online game playing were negatively correlated with changes in the mean β value of the right dorsolateral prefrontal cortex in response to complex stimulation. We suggest that the effects of online game addiction on working memory may be similar to those observed in patients with substance dependence.

  15. The racing-game effect: why do video racing games increase risk-taking inclinations?

    PubMed

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg

    2009-10-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.

  16. iLift: A health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare.

    PubMed

    Kuipers, Derek A; Wartena, Bard O; Dijkstra, Boudewijn H; Terlouw, Gijs; van T Veer, Job T B; van Dijk, Hylke W; Prins, Jelle T; Pierie, Jean Pierre E N

    2016-12-01

    Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques. The main focus was not on testing for the effectiveness of the game itself, but rather on the design of the game as an autogenous trigger and its place in a behavioral change support system. In this article, the design and development of such a health behavior change support system is addressed, describing cycles of design and evaluation. (a) To define the problem space, use context and user context, focus group interviews were conducted with Occupational Therapists (n=4), Nurses (n=10) and Caregivers (n=12) and a thematic analysis was performed. We interviewed experts (n=5) on the subject of lifting and transferring techniques. (b) A design science research approach resulted in a playable prototype. An expert panel conducted analysis of video-recorded playing activities. (c) Field experiment: We performed a dynamic analysis in order to investigate the feasibility of the prototype through biometric data from player sessions (n=620) by healthcare professionals (n=37). (a) Occupational Therapists, Nurses and Caregivers did not recognise a lack of knowledge with training in lifting and transferring techniques. All groups considered their workload, time pressure and a culturally determined habit to place the patient's well being above their own as the main reason not to apply appropriate lifting and transferring techniques. This led to a shift in focus from a serious game teaching lifting and transferring techniques to a health behavior change support system containing a game with the intention to influence behavior. (b) Building and testing (subcomponents of) the prototype resulted in design choices regarding players perspective, auditory and visual feedback, overall playability and perceived immersiveness. This design process also addressed the behavior shaping capacities of the game and its place within the health behavior change support system. An expert panel on lifting and transferring techniques validated the provoked in-game activities as being authentic. (c) Regression analysis showed an increase of the game score and dashboard score when more sessions were played, indicating an in-game training effect. A post-hoc test revealed that from an average of 10 playing sessions or more, the dashboard score and the game score align, which indicates behavioral change towards executing appropriate static lifting and transferring techniques. Data gathered in the final field test shows an in-game training effect, causing players to exhibit correct techniques for static lifting and transferring techniques but also revealed the necessity for future social system development and especially regarding intervention acceptance. Social system factors showed a strong impact on the games persuasive capacities and its autogenous intent. Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

  17. With Climate Change Expanding Trade Routes in the Arctic and the Resultant Pursuit of Resources, it is Crucial that the Eight Arctic Nations Find Paths Towards Sustainability and Peace in the Region. Traditional Arctic Games are an Essential Scenario that Provide an Important Scale for Analysis Aimed at Medium-long term Sustainability in the Arctic.

    NASA Astrophysics Data System (ADS)

    Kilbourne, J. R.

    2016-12-01

    With climate change expanding trade routes in the Arctic and the resultant pursuit of oil, gas, mineral deposits, and fish, it is imperative that the eight Arctic countries find paths towards sustainability and peace in the region. Revisiting and understanding the traditional games of the indigenous people of these regions can go a long way towards helping those determining the region's future to work cooperatively towards these goals. Traditional games are an essential scenario that provide an important scale for analysis aimed at medium-long term sustainability in the Arctic. Throughout history the games we have played have been a testament about who we were, and are. From early Inuit bone and hunting games, to the gladiator contests of Ancient Rome, to the modern American game of baseball, the games we play have served as a statement of and a rehearsal for the life-world of that period and place. By reconnecting with and understanding the games of our past, we can build meaningful bridges between our past and present, and hopefully gain a better understanding of our modern world. The aforesaid are timely and important, especially as they relate to indigenous people throughout the world who are trying to preserve their traditions in a fast changing modern world. This presentation/paper will offer, based on my research and experiences in the Arctic, lessons learned from traditional Sámi and Inuit games that may help promote sustainability and peace in the Arctic world. Hopefully by acknowledging these lessons we can pursue a path forward, together reconnecting with the traditional games of the Arctic with the hope of building meaningful bridges between the past and present and moreover, helping to enhance our understanding of the important role traditional games can play in shaping an Arctic where sustainability and peace flourish.

  18. An educational video game for nutrition of young people: Theory and design

    PubMed Central

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-01-01

    Background Playing Escape from DIAB (DIAB) and Nanoswarm (NANO), epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10–12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95–100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. Aim This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. Method The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Results Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Conclusions Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes. PMID:27547019

  19. An educational video game for nutrition of young people: Theory and design.

    PubMed

    Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe; Nguyen, Nga; Watson, Kathy; Baranowski, Janice; Buday, Richard; Abdelsamad, Dina; Baranowski, Tom

    2016-08-01

    Playing Escape from DIAB (DIAB) and Nanoswarm (NANO) , epic video game adventures, increased fruit and vegetable consumption among a multi-ethnic sample of 10-12 year old children during pilot testing. Key elements of both games were educational mini-games embedded in the overall game that promoted knowledge acquisition regarding diet, physical activity and energy balance. 95-100% of participants demonstrated mastery of these mini-games suggesting knowledge acquisition. This article describes the process of designing and developing the educational mini-games. A secondary purpose was to explore the experience of children while playing the games. The educational games were based on Social Cognitive and Mastery Learning Theories. A multidisciplinary team of behavioral nutrition, PA, and video game experts designed, developed, and tested the mini-games. Alpha testing revealed children generally liked the mini-games and found them to be reasonably challenging. Process evaluation data from pilot testing revealed almost all participants completed nearly all educational mini-games in a reasonable amount of time suggesting feasibility of this approach. Future research should continue to explore the use of video games in educating children to achieve healthy behavior changes.

  20. Gas-dynamic modeling of gas flow in semi-closed space including channel surface fluctuation

    NASA Astrophysics Data System (ADS)

    Petrova, E. N.; Salnikov, A. F.

    2016-10-01

    In this article frequency interaction conditions, that affect on acoustic stability of solid-propellant rocket engine (SPRE) action, and its influence on level change of pressure fluctuations with longitudinal gas oscillations in the combustion chamber (CC) are considered. Studies of CC in the assessment of the operating rocket engine stability are reported.

  1. Moving Toward Trustworthy Systems: R&D Essentials

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Sheldon, Frederick T; Vishik, Claire

    2010-01-01

    Under the game-change metaphor, strate- gies developed to address hard problems will potentially lead to breakthroughs in many different interrelated cybersecuri- ty areas. For software assurance, a game change should focus on improving resil- iency and hardening new technologies that implement moving-target defenses aInd tailored trustworthy spaces.

  2. `Our Changing Climate' - A new interactive game about weather, climate, the Earth's energy budget and the impacts caused by climate change

    NASA Astrophysics Data System (ADS)

    Colon-Robles, M.; Lorentz, K.; Ruhlman, K.; Gilman, I.; Chambers, L. H.

    2010-12-01

    ‘Our Changing Climate’ is a brand new game developed at NASA’s Langley Research Center by the Informal Education group and the Science Directorate to educate the public on Earth’s climate system how the Sun, ocean, atmosphere, clouds, ice, land, and life interact with each other, and how these interactions are changing due to anthropogenic effects. The game was designed for students in middle school (5th and 8th grade) between the ages of 10-14 as part of the NASA's Summer of Innovation campaign for excellence in science, technology, engineering and mathematics, or STEM, education. The game, ‘Our Changing Climate’, is composed of a series of interactive boards, featuring the following topics: (1) the difference between weather and climate - “Weather vs Climate”, (2) the interactions of clouds and greenhouse gases on short and long wave radiation - “Greenhouse Gases and Clouds”, and (3) the definition of albedo and the importance of bright surfaces over the Arctic - “Arctic Temperature”. Each interactive board presents a climate system and steps the student or spectator through the climate interaction using “clues” and hands-on items that they need to put correctly on the board to understand the concept. Once the student or spectator finishes this part, they then have a better grasp of the concept and are able to understand how these interactions are changing due to the increase in average global temperature. This knowledge is then tested or “driven home” with interactive questions that show how these interactions in our climate are changing today. The concept is then reinforced with an example of a recent event presented in the media. The game has been piloted in outreach and informal settings, as well as for professional development of educators. The game, interactions and engagement of each of the audiences mentioned will be presented.

  3. A study of performance and cost improvement potential of the 120 inch (3.05 m) diameter solid rocket motor. Volume 1: Summary report

    NASA Technical Reports Server (NTRS)

    Backlund, S. J.; Rossen, J. N.

    1971-01-01

    A parametric study of ballistic modifications to the 120 inch diameter solid propellant rocket engine which forms part of the Air Force Titan 3 system is presented. 576 separate designs were defined and 24 were selected for detailed analysis. Detailed design descriptions, ballistic performance, and mass property data were prepared for each design. It was determined that a relatively simple change in design parameters could provide a wide range of solid propellant rocket engine ballistic characteristics for future launch vehicle applications.

  4. Effects of high combustion chamber pressure on rocket noise environment

    NASA Technical Reports Server (NTRS)

    Pao, S. P.

    1972-01-01

    The acoustical environment for a high combustion chamber pressure engine was examined in detail, using both conventional and advanced theoretical analysis. The influence of elevated chamber pressure on the rocket noise environment was established, based on increase in exit velocity and flame temperature, and changes in basic engine dimensions. Compared to large rocket engines, the overall sound power level is found to be 1.5 dB higher, if the thrust is the same. The peak Strouhal number shifted about one octave lower to a value near 0.01. Data on apparent sound source location and directivity patterns are also presented.

  5. Effect of Game Design, Goal Type, and Player Numbers on the Physiological and Physical Demands of Hurling-Specific Small-Sided Games.

    PubMed

    Malone, Shane; Collins, Kieran D

    2017-06-01

    The current study examined the effect that game design modification, goal type, and player numbers on the running performance and physiological demands of small-sided hurling games (SSG). Forty-eight hurling players (age, 25.5 ± 3.2 years; height, 178.9 ± 3.2 cm; body mass, 78.5 ± 4.5 kg) performed 4 types of SSG (possession [P], normal play [NP], regular goals [RG] and small goals [SG]) in 4-a-side, 5-a-side, and 6-a-side formats. Heart rate (Polar Electro Oy) and global positioning system technology (VX Sport, 4-Hz, Lower Hutt) were used to analyze the physical and physiological differences between SSG. Total distance (m), high-speed running distance (m) (≥17 km·h), very-high speed running distance (≥22 km·h) (m), peak and mean velocity (km·h) were analyzed as an indicator of the physical demands of play. The 4-a-side SSG independent of game design and goal type resulted in a significantly higher relative exercise intensity compared with 5-a-side (mean change: 6 ± 2%; p = 0.001; d = 1.9 ± 0.2; large) and 6-a-side SSG independent of game design or goal type (mean change: 12 ± 2%; p = 0.001; d = 2.9 ± 0.8; very large). The 4-a-side SG (619 ± 106-m [419-735-m]) resulted in the highest distance when compared with all PP (mean change: 141 ± 9 m; p = 0.05; d = 1.9 ± 0.3; moderate) and RG (mean change: 119 ± 39 m; p = 0.004; d = 2.1 ± 0.8; large). Similar trends were observed for 5-a-side and 6-a-side games with SG resulting in increased total running performance. In conclusion, the current observations reveal that 4-a-side NP, SG, and RG have the highest physiological demands with 4-a-side SG having increased running performance in contrast to other game design and goal-type games. Furthermore, independent of game design and goal type, 4-a-side SSG show increased relative intensity compared with 5-a-side and 6-a-side SSG.

  6. “No level up!”: no effects of video game specialization and expertise on cognitive performance

    PubMed Central

    Gobet, Fernand; Johnston, Stephen J.; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B.; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330

  7. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    PubMed

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  8. Monitoring adolescent gambling in Minnesota.

    PubMed

    Winters, K C; Stinchfield, R D; Kim, L G

    1995-06-01

    Youth gambling was investigated in a prospective sample of 532 Minnesota adolescents and young adults. Of particular interest was the possible impact among the study sample of a recent state lottery and of reaching the legal age for gambling on changes in the rate and type of gambling. Overall rates of gambling involvement and pathological gambling did not change across the 1.5 year interval. However, a preference for certain types of gambling activities (e.g., lottery, casino machines) significantly increased, whereas more informal and unregulated games (e.g., betting on games of personal skill) significantly decreased. Also, access to gambling activities by underage youths was high, suggesting the need for tighter controls of legalized games and greater awareness of this problem by the gaming industry and public health officials.

  9. Influence of Number of Contact Efforts on Running Performance During Game-Based Activities.

    PubMed

    Johnston, Rich D; Gabbett, Tim J; Jenkins, David G

    2015-09-01

    To determine the influence the number of contact efforts during a single bout has on running intensity during game-based activities and assess relationships between physical qualities and distances covered in each game. Eighteen semiprofessional rugby league players (age 23.6 ± 2.8 y) competed in 3 off-side small-sided games (2 × 10-min halves) with a contact bout performed every 2 min. The rules of each game were identical except for the number of contact efforts performed in each bout. Players performed 1, 2, or 3 × 5-s wrestles in the single-, double-, and triple-contact game, respectively. The movement demands (including distance covered and intensity of exercise) in each game were monitored using global positioning system units. Bench-press and back-squat 1-repetition maximum and the 30-15 Intermittent Fitness Test (30-15IFT) assessed muscle strength and high-intensity-running ability, respectively. There was little change in distance covered during the single-contact game (ES = -0.16 to -0.61), whereas there were larger reductions in the double- (ES = -0.52 to -0.81) and triple-contact (ES = -0.50 to -1.15) games. Significant relationships (P < .05) were observed between 30-15IFT and high-speed running during the single- (r = .72) and double- (r = .75), but not triple-contact (r = .20) game. There is little change in running intensity when only single contacts are performed each bout; however, when multiple contacts are performed, greater reductions in running intensity result. In addition, high-intensity-running ability is only associated with running performance when contact demands are low.

  10. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  11. 25 CFR 514.7 - What should a tribe do if it changes its fiscal year?

    Code of Federal Regulations, 2013 CFR

    2013-04-01

    ... 25 Indians 2 2013-04-01 2013-04-01 false What should a tribe do if it changes its fiscal year? 514.7 Section 514.7 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS FEES § 514.7 What should a tribe do if it changes its fiscal year? If a gaming operation changes its fiscal year, it shall notify the Commissio...

  12. 25 CFR 514.7 - What should a tribe do if it changes its fiscal year?

    Code of Federal Regulations, 2014 CFR

    2014-04-01

    ... 25 Indians 2 2014-04-01 2014-04-01 false What should a tribe do if it changes its fiscal year? 514.7 Section 514.7 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR GENERAL PROVISIONS FEES § 514.7 What should a tribe do if it changes its fiscal year? If a gaming operation changes its fiscal year, it shall notify the Commissio...

  13. Arm Chair Activism: Serious Games Usage by INGOs for Educational Change

    ERIC Educational Resources Information Center

    Arora, Payal; Itu, Sorina

    2012-01-01

    The battle between educators and entertainers continues when it comes to gaming. While this is so, the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs). These actors employ digital games with the aim to educate and activate towards specific social…

  14. Game for Anything: Multi-Cultural Games and Activities for Children.

    ERIC Educational Resources Information Center

    Russell, Anna Rita

    A collection of Native and newcomer Canadian children's activities and games have been gleaned from various cultural sources for children to benefit from Alberta's diversity of ethnic groups. The handbook forms a framework for the teacher/parent to organize activities for children allowing change and modification if necessary. The first section…

  15. The Value of Team-Based Mixed-Reality (TBMR) Games in Higher Education

    ERIC Educational Resources Information Center

    Denholm, John A.; Protopsaltis, Aristidis; de Freitas, Sara

    2013-01-01

    This paper reports on a conducted study, measuring the perceptions of post-graduate students on the effectiveness of serious games in the classroom. Four games were used (Project Management Exercise, "Winning Margin" Business Simulation, Management of Change and Management of Product Design and Development) with scenarios ranging from…

  16. Serious video games for health: How behavioral science guided the development of a serious video game

    USDA-ARS?s Scientific Manuscript database

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specifi...

  17. Strategic Game Moves Mediate Implicit Science Learning

    ERIC Educational Resources Information Center

    Rowe, Elizabeth; Baker, Ryan S.; Asbell-Clarke, Jodi

    2015-01-01

    Educational games have the potential to be innovative forms of learning assessment, by allowing us to not just study their knowledge but the process that takes students to that knowledge. This paper examines the mediating role of players' moves in digital games on changes in their pre-post classroom measures of implicit science learning. We…

  18. Challenges and opportunities: using a science-based video game in secondary school settings

    NASA Astrophysics Data System (ADS)

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-12-01

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.

  19. Observation and simulation of the ionosphere disturbance waves triggered by rocket exhausts

    NASA Astrophysics Data System (ADS)

    Lin, Charles C. H.; Chen, Chia-Hung; Matsumura, Mitsuru; Lin, Jia-Ting; Kakinami, Yoshihiro

    2017-08-01

    Observations and theoretical modeling of the ionospheric disturbance waves generated by rocket launches are investigated. During the rocket passage, time rate change of total electron content (rTEC) enhancement with the V-shape shock wave signature is commonly observed, followed by acoustic wave disturbances and region of negative rTEC centered along the trajectory. Ten to fifteen min after the rocket passage, delayed disturbance waves appeared and propagated along direction normal to the V-shape wavefronts. These observation features appeared most prominently in the 2016 North Korea rocket launch showing a very distinct V-shape rTEC enhancement over enormous areas along the southeast flight trajectory despite that it was also appeared in the 2009 North Korea rocket launch with the eastward flight trajectory. Numerical simulations using the physical-based nonlinear and nonhydrostatic coupled model of neutral atmosphere and ionosphere reproduce promised results in qualitative agreement with the characteristics of ionospheric disturbance waves observed in the 2009 event by considering the released energy of the rocket exhaust as the disturbance source. Simulations reproduce the shock wave signature of electron density enhancement, acoustic wave disturbances, the electron density depletion due to the rocket-induced pressure bulge, and the delayed disturbance waves. The pressure bulge results in outward neutral wind flows carrying neutrals and plasma away from it and leading to electron density depletions. Simulations further show, for the first time, that the delayed disturbance waves are produced by the surface reflection of the earlier arrival acoustic wave disturbances.

  20. Changes in the Game Characteristics of a Badminton Match: A Longitudinal Study through the Olympic Game Finals Analysis in Men’s Singles

    PubMed Central

    Laffaye, Guillaume; Phomsoupha, Michael; Dor, Frédéric

    2015-01-01

    The goal of this study was to analyze, through a longitudinal study, the Olympic Badminton Men’s singles finals from the Barcelona Games (1992) to the London Games (2012) to assess some changes of the Badminton game characteristics. Six Olympic finals have been analyzed based on the official video of the Olympic Games (OG) through the temporal structure and with a notational approach. In total, 537 rallies and 5537 strokes have been analyzed. The results show a change in the game’s temporal structure: a significant difference in the rally time, rest time and number of shots per rally (all p<0.0001; 0.09 < η2 < 0.16). Moreover, the shot frequency shows a 34.0% increase (p<0.000001; η2 = 0.17), whereas the work density revealed a 58.2% decrease (from 78% to 30.8%) as well as the effective playing time (-34.5% from 34.7±1.4% to 22.7±1.4%). This argues for an increase in the intensity of the game and a necessity for the player to use a longer resting time to recover. Lastly, the strokes distribution and the percentage of unforced and forced mistakes did not show any differences throughout the OG analysis, except for the use of the clear. This results impact on the way the training of Badminton players should be designed, especially in the temporal structure and intensity. Key points Badminton game has become faster, with an important increase in the shot frequency (+34%) The effective playing time has decreased between first to last Olympic Games (-34.5%) The strokes distribution and the percentage of unforced and forced errors show no differences through the OG analysis, except for the use of the clear PMID:26335338

  1. Superpower Crises in a Less Confrontational World: Results of an Experimental Simulation

    DTIC Science & Technology

    1990-04-01

    interteam communications via RAND’s electronic mail system for gaming purposes. 2 The "pilot runs" were designated Games Three and Four, and are referred... game , the impact of a changing real-world international context-a more benign image of the adversary and a less competitive superpower relationship...information overload they faced. Several believed that these problems were game artifacts (which they attributed to our use of the electronic mail system

  2. Video Games for Diabetes Self-Management: Examples and Design Strategies

    PubMed Central

    Lieberman, Debra A.

    2012-01-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805

  3. Trajectories of problem video gaming among adult regular gamers: an 18-month longitudinal study.

    PubMed

    King, Daniel L; Delfabbro, Paul H; Griffiths, Mark D

    2013-01-01

    A three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.

  4. Cerberus: The Mars Crowdsourcing Experiment

    NASA Astrophysics Data System (ADS)

    Van't Woud, J. S. S.; Sandberg, J. A. C.; Wielinga, B. J.

    2012-05-01

    This article discusses the use of crowdsourcing in a serious game. A computer game, called Cerberus, which allows players to tag surface features on Mars, has been developed. Developing the game has allowed us to investigate the effects of different help levels in supporting the transfer of knowledge, and also how changing the game features can affect the quality of the gaming experience. The performance of the players is measured in terms of precision and motivation. Precision reflects the quality of the work done and motivation is represented by the amount of work done by the players. Games with an explicit help function combined with a "rich gaming experience" resulted in significantly more motivation among the players than games with an implicit help function combined with a "poor gaming experience". There was no significant difference in the precision achieved under different game conditions, but it was high enough to generate Martian maps exposing aeolian processes, surface layering, river meanders and other concepts. The players were able to assimilate deeper concepts about Martian geology, and the data from the games were of such high quality that they could be used to support scientific research.

  5. Video games for diabetes self-management: examples and design strategies.

    PubMed

    Lieberman, Debra A

    2012-07-01

    The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.

  6. Video game training to improve selective visual attention in older adults

    PubMed Central

    Belchior, Patrícia; Marsiske, Michael; Sisco, Shannon M.; Yam, Anna; Bavelier, Daphne; Ball, Karlene; Mann, William C.

    2013-01-01

    The current study investigated the effect of video game training on older adult’s useful field of view performance (the UFOV® test). Fifty-eight older adult participants were randomized to receive practice with the target action game (Medal of Honor), a placebo control arcade game (Tetris), a clinically validated UFOV training program, or into a no contact control group. Examining pretest–posttest change in selective visual attention, the UFOV improved significantly more than the game groups; all three intervention groups improved significantly more than no-contact controls. There was a lack of difference between the two game conditions, differing from findings with younger adults. Discussion considers whether games posing less challenge might still be effective interventions for elders, and whether optimal training dosages should be higher. PMID:24003265

  7. Teaching About The Nexus of Energy, Water and Climate Through Traditional Games

    NASA Astrophysics Data System (ADS)

    Hall, M. K.; Mayhew, M. A.; Kaminsky, A.

    2011-12-01

    Getting to a sustainable energy economy, while conserving water resources and mitigating climate change, will involve myriad choices. Thus, it is important that the American public have an improved science-based understanding to form a strong basis for decision-making and to understand the trade-offs. To address this need, we are developing compelling, resource management style games that convey the intimate inter-relationships among energy demand, water consumption, and climate change and the importance of these inter-relationships to society. We have developed a card game with the help of professional game developer and an advisory group consisting of high school students and scientists involved with different aspects of energy-climate-water research as well as experts from the energy utilities and regulatory sectors. We have developed the card game based on real world data on energy production and consumption, regional climate information, and knowledge of emerging technologies that would mitigate the demand for energy, consumption of water with energy production, or climate change. The game is being played within the setting of our Cafe Scientifique program, now in its fifth year of serving high school age teens. One of the important aspects of the game is to find the right balance of energy output for various sources, water use by these sources, and amount of "pollution" generated (CO2 impacting climate, but also other kinds, such a radioactive waste and ground water contamination). Each player acts as "governor" of a specific region of the country, and no region has an a priori advantage. At the same time, it is important that the energy-water-pollution values we use correspond as closely as possible to real-world values. Data gathered from a combination of focus groups, surveys, and observations strongly suggest that this game, grounded in real life problems, stimulates authentic, meaningful learning. There is also some evidence that if games, such as this, are played in an educational context (formal or informal), learning can be furthered when game playing is supported by related lecturers and discussions before or after. At the same time, people who participated in focus groups acknowledged that only a subset of the population would be willing to play such games by choice on their own time. This last point is probably due more to broader cultural perspectives on education and learning in the United States than anything intrinsic to the game. Although those indicating that they'd play the game on their own time were in the minority, most participants could see playing the game in class, emphasizing that the game made learning both more fun, more meaningful, and more durable.

  8. SCATS: SRB Cost Accounting and Tracking System handbook

    NASA Technical Reports Server (NTRS)

    Zorv, R. B.; Stewart, R. D.; Coley, G.; Higginbotham, M.

    1978-01-01

    The Solid Rocket Booster Cost Accounting and Tracking System (SCATS) which is an automatic data processing system designed to keep a running account of the number, description, and estimated cost of Level 2, 3, and 4 changes is described. Although designed specifically for the Space Shuttle Solid Rocket Booster Program, the ADP system can be used for any other program that has a similar structure for recording, reporting, and summing numbers and costs of changes. The program stores the alpha-numeric designators for changes, government estimated costs, proposed costs, and negotiated value in a MIRADS (Marshall Information Retrieval and Display System) format which permits rapid access, manipulation, and reporting of current change status. Output reports listing all changes, totals of each level, and totals of all levels, can be derived for any calendar interval period.

  9. The Athlete and the Grade Change

    ERIC Educational Resources Information Center

    Robinson, Tina I.; Skinner, Tracy

    2008-01-01

    This case study focuses on the moral and ethical issues surrounding changing an athlete's grade to make him eligible to play in a championship game. Jerome, a senior attending Woodrow Wilson High School, earned a D in his typing class, which made him ineligible to play in the basketball championship games. The principal and basketball coach made…

  10. "Let's Change Already": Community Activism and Pro-Social Play in Egypt

    ERIC Educational Resources Information Center

    Gerber, Hannah R.; Gaitan, Luis

    2017-01-01

    This article explores the design processes in creating a pro-social mobile game, "Litter Leader." Following the Egyptian Revolution, "Litter Leader," a game designed for Android devices, was created to foster community change among Egyptian youth. By tracing the meaning-making that occurred with 20 Egyptian youth who playtested…

  11. Exploring Indigenous Game-Based Physics Activities in Pre-Service Physics Teachers' Conceptual Change and Transformation of Epistemic Beliefs

    ERIC Educational Resources Information Center

    Morales, Marie Paz Escaño

    2017-01-01

    "Laro-ng-Lahi" (Indigenous Filipino game) based physics activities invigorated the integration of culture in the pre-service physics education to develop students' epistemic beliefs and the notion of conceptual understanding through conceptual change. The study conveniently involved 28 pre-service undergraduate physics students enrolled…

  12. [Integral evaluation of immune homeostasis in rockets liquidators and role of this evaluation for prophylaxis].

    PubMed

    2010-01-01

    Long-standing clinical and immunologic monitoring and integral evaluation of immune homeostasis (through generalized parameter) in personnel of Center for liquid-fuel rockets liquidation demonstrated diagnostically reliable immunity parameters that enable to forecast changes in the workers' health state. The authors defined boundary values of the generalized parameter to form risk groups for specific entities formation.

  13. Video game play, child diet, and physical activity behavior change a randomized clinical trial.

    PubMed

    Baranowski, Tom; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Jago, Russ; Griffith, Melissa Juliano; Islam, Noemi; Nguyen, Nga; Watson, Kathleen B

    2011-01-01

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Evaluate outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, and adiposity. Two-group RCT; assessments occurred at baseline, immediately after Diab, immediately after Nano, and 2 months later. Data were collected in 2008-2009, and analyses were conducted in 2009-2010. 133 children aged 10-12 years, initially between 50th percentile and 95th percentile BMI. Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Servings of fruit, vegetable, and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls; 5 consecutive days of physical activity using accelerometers; and assessment of height, weight, waist circumference, and triceps skinfold. A repeated measures ANCOVA was conducted (analyzed in 2009-2010). Children playing these video games increased fruit and vegetable consumption by about 0.67 servings per day (p<0.018) but not water and moderate-to-vigorous physical activity, or body composition. Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change. Copyright © 2011 American Journal of Preventive Medicine. All rights reserved.

  14. Complex traffic flow that allows as well as hampers lane-changing intrinsically contains social-dilemma structures

    NASA Astrophysics Data System (ADS)

    Iwamura, Yoshiro; Tanimoto, Jun

    2018-02-01

    To investigate an interesting question as to whether or not social dilemma structures can be found in a realistic traffic flow reproduced by a model, we built a new microscopic model in which an intentional driver may try lane-changing to go in front of other vehicles and may hamper others’ lane-changes. Our model consists of twofold parts; cellular automaton emulating a real traffic flow and evolutionary game theory to implement a driver’s decision making-process. Numerical results reveal that a social dilemma like the multi-player chicken game or prisoner’s dilemma game emerges depending on the traffic phase. This finding implies that a social dilemma, which has been investigated by applied mathematics so far, hides behind a traffic flow, which has been explored by fluid dynamics. Highlight - Complex system of traffic flow with consideration of driver’s decision making process is concerned. - A new model dovetailing cellular automaton with game theory is established. - Statistical result from numerical simulations reveals a social dilemma structure underlying traffic flow. - The social dilemma is triggered by a driver’s egocentric actions of lane-changing and hampering other’s lane-change.

  15. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay.

    PubMed

    Kranz, Michael B; Baniqued, Pauline L; Voss, Michelle W; Lee, Hyunkyu; Kramer, Arthur F

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4-5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research.

  16. Examining the Roles of Reasoning and Working Memory in Predicting Casual Game Performance across Extended Gameplay

    PubMed Central

    Kranz, Michael B.; Baniqued, Pauline L.; Voss, Michelle W.; Lee, Hyunkyu; Kramer, Arthur F.

    2017-01-01

    The variety and availability of casual video games presents an exciting opportunity for applications such as cognitive training. Casual games have been associated with fluid abilities such as working memory (WM) and reasoning, but the importance of these cognitive constructs in predicting performance may change across extended gameplay and vary with game structure. The current investigation examined the relationship between cognitive abilities and casual game performance over time by analyzing first and final session performance over 4–5 weeks of game play. We focused on two groups of subjects who played different types of casual games previously shown to relate to WM and reasoning when played for a single session: (1) puzzle-based games played adaptively across sessions and (2) speeded switching games played non-adaptively across sessions. Reasoning uniquely predicted first session casual game scores for both groups and accounted for much of the relationship with WM. Furthermore, over time, WM became uniquely important for predicting casual game performance for the puzzle-based adaptive games but not for the speeded switching non-adaptive games. These results extend the burgeoning literature on cognitive abilities involved in video games by showing differential relationships of fluid abilities across different game types and extended play. More broadly, the current study illustrates the usefulness of using multiple cognitive measures in predicting performance, and provides potential directions for game-based cognitive training research. PMID:28326042

  17. Game-Based Approaches' Pedagogical Principles: Exploring Task Constraints in Youth Soccer.

    PubMed

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-06-27

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches.

  18. Game-Based Approaches’ Pedagogical Principles: Exploring Task Constraints in Youth Soccer

    PubMed Central

    Serra-Olivares, Jaime; González-Víllora, Sixto; García-López, Luis Miguel; Araújo, Duarte

    2015-01-01

    This study tested the use of two pedagogical principles of Game-based approaches, representation and exaggeration, in the context of game performance of U10 soccer players. Twenty-one players participated in two 3 vs. 3 small-sided games. The first small-sided game was modified by representation. The second small-sided game was modified by enhancing the penetration of the defense tactical problem for invasion games. Decision-making and execution were assessed using the Game Performance Evaluation Tool. No significant differences were observed between games in the number of decision-making units related to keeping possession, nor in those related to penetrating the defense. No significant differences were observed in any execution ability (ball control, passing, dribbling and get free movements). The findings suggested that both games could provide similar degeneracy processes to the players for skill acquisition (specific and contextualized task constraints in which they could develop their game performance and the capability to achieve different outcomes in varying contexts). Probably both games had similar learner-environment dynamics leading players to develop their capabilities for adapting their behaviours to the changing performance situations. More research is necessary, from the ecological dynamics point of view, to determine how we should use small-sided games in Game-based approaches. PMID:26240668

  19. Gamification - Environmental and Sustainable Development Organizations Could Do More

    NASA Astrophysics Data System (ADS)

    Ziegler, C. R.; Miller, C. A.; Kilaru, V.; French, R. A.; Costanza, R.; Brookes, A.

    2013-12-01

    The use of digital games to foster sustainable development and environmental goals has grown over the last 10 years. Innovative thinking and the origins of 'serious games,' 'games for change' and 'gamification' are partly rooted in movies and science fiction. Existing games illustrate a spectrum of approaches: for example, World Food Programme's FoodForce and University of Washington's Foldit. Environmental organizations globally (e.g. US EPA) have dabbled with game development and gamification, but have only touched the tip of the iceberg, particularly when compared to the success of the commercial gaming industry. We explore: 1) the intersection of environmental organization mission statements in the context of gamification efforts , 2) some examples of existing games, from simple to complex, 3) business model approaches (e.g. game development partnerships with academia, private industry, NGOs, etc.), 4) barriers, and 5) benefits of a more concerted and technologically-advanced approach to gamification for environmental organizations.

  20. Altered cardiorespiratory coupling in young male adults with excessive online gaming.

    PubMed

    Chang, Jae Seung; Kim, Eun Young; Jung, Dooyoung; Jeong, Seong Hoon; Kim, Yeni; Roh, Myoung-Sun; Ahn, Yong Min; Hahm, Bong-Jin

    2015-09-01

    This study aimed to investigate changes in heart rate variability and cardiorespiratory coupling in male college students with problematic Internet use (PIU) excessive gaming type during action video game play to assess the relationship between PIU tendency and central autonomic regulation. Electrocardiograms and respiration were simultaneously recorded from 22 male participants with excessive online gaming and 22 controls during action video game play. Sample entropy (SampEn) was computed to assess autonomic regularity, and cross-SampEn was calculated to quantify autonomic coordination. During video game play, reduced cardiorespiratory coupling (CRC) was observed in individuals with PIU excessive gaming type compared with controls, implicating central autonomic dysregulation. The PIU tendency was associated with the severity of autonomic dysregulation. These findings indicate impaired CRC in PIU excessive gaming type, which may reflect alterations of central inhibitory control over autonomic responses to pleasurable online stimuli. Copyright © 2015 Elsevier B.V. All rights reserved.

  1. Change deafness, dual-task performance, and domain-specific expertise.

    PubMed

    Neuhoff, John G; Bochtler, Katharina S

    2018-05-01

    In a change deafness manipulation using radio broadcasts of sporting events, we show that change deafness to a switch in talker increases when listeners are asked to monitor both lexical and indexical information for change. We held semantic content constant and demonstrated a change deafness rate of 85% when participants listened to the home team broadcast of a hockey game that switched midway to the away team broadcast with a different announcer. In Study 2, participants were asked to monitor either the indexical characteristics ( listen for a change in announcer) or both the indexical and semantic components ( listen for a change in announcer or a goal scored). Monitoring both components led to significantly greater change deafness even though both groups were alerted to the possibility of a change in announcer. In Study 3, we changed both the indexical and the semantic components when the broadcast switched from a hockey game to a basketball game. We found a negative correlation between sports expertise and change deafness. The results are discussed in terms of the nature of perceptual representation and the influence of expertise and evolution on attention allocation.

  2. Binocular iPad Game vs Patching for Treatment of Amblyopia in Children: A Randomized Clinical Trial.

    PubMed

    Kelly, Krista R; Jost, Reed M; Dao, Lori; Beauchamp, Cynthia L; Leffler, Joel N; Birch, Eileen E

    2016-12-01

    Fellow eye patching has long been the standard treatment for amblyopia, but it does not always restore 20/20 vision or teach the eyes to work together. Amblyopia can be treated with binocular games that rebalance contrast between the eyes so that a child may overcome suppression. However, it is unclear whether binocular treatment is comparable to patching in treating amblyopia. To assess the effectiveness of a binocular iPad (Apple Inc) adventure game as amblyopia treatment and compare this binocular treatment with patching, the current standard of care. This investigation was a randomized clinical trial with a crossover design at a nonprofit eye research institute. Between February 20, 2015, and January 4, 2016, a total of 28 patients were enrolled in the study, with 14 randomized to binocular game treatment and 14 to patching treatment. Binocular game and patching as amblyopia treatments. The primary outcome was change in amblyopic eye best-corrected visual acuity (BCVA) at the 2-week visit. Secondary outcomes were change in stereoacuity and suppression at the 2-week visit and change in BCVA at the 4-week visit. Among 28 children, the mean (SD) age at baseline was 6.7 (1.4) years (age range, 4.6-9.5 years), and 7 (25%) were female. At baseline, the mean (SD) amblyopic eye BCVA was 0.48 (0.14) logMAR (approximately 20/63; range, 0.3-0.8 logMAR [20/40 to 20/125]), with 14 children randomized to the binocular game and 14 to patching for 2 weeks. At the 2-week visit, improvement in amblyopic eye BCVA was greater with the binocular game compared with patching, with a mean (SD) improvement of 0.15 (0.08) logMAR (mean [SD], 1.5 [0.8] lines) vs 0.07 (0.08) logMAR (mean [SD], 0.7 [0.8] line; P = .02) after 2 weeks of treatment. These improvements from baseline were significant for the binocular game (mean [SD] improvement, 1.5 [0.8] lines; P < .001) and for patching (mean [SD] improvement, 0.7 [0.8] line; P = .006). Depth of suppression improved from baseline at the 2-week visit for the binocular game (mean [SD], 4.82 [2.82] vs 3.24 [2.87]; P = .03) and for patching (mean [SD], 4.77 [3.10] vs 2.57 [1.67]; P = .004). Patching children crossed over to binocular game treatment, and all 28 children played the game for another 2 weeks. At the 4-week visit, no group difference was found in BCVA change, with children who crossed over to the binocular games catching up with children treated with binocular games, for a mean (SD) improvement of 0.17 (0.10) logMAR (mean [SD], 1.7 [1.0] lines) for the binocular game vs a mean (SD) improvement of 0.16 (0.12) logMAR (mean [SD], 1.6 [1.2] lines) for the patching crossover (P = .73). A binocular iPad game was effective in treating childhood amblyopia and was more efficacious than patching at the 2-week visit. Binocular games that rebalance contrast to overcome suppression are a promising additional option for treating amblyopia. clinicaltrials.gov Identifier: NCT02365090.

  3. Minkowski spacetime does not apply to a homogeneously accelerating medium

    NASA Astrophysics Data System (ADS)

    Coleman, Brian

    Home and comoving inertial frame parameters of an individual point of an idealized medium of launch length L uniformly co-accelerating between identical fixed-thrust rockets, are well known. This is not the case with the varying inter-rocket radar periods and related implications regarding a changing 'noninertial own-length' Λ which differs from a front rocket's retrospective separation L from the simultaneously relatively moving rear rocket. On the other hand, the nonhomogeneous acceleration case involving every comoving frame's unchanging perception of a contrived 'rigor mortis' medium (so-called 'rigid motion' traditionally associated with 'Rindler coordinates') whereby Λ = L = L , constitutes the sole extended accelerating medium scenario where the entrenched Minkowski metric is actually applicable. Paraphrasing Wolfgang Pauli, not only is Minkowski spacetime not correct [in the general sense], it is not even wrong [in the restricted sense].

  4. KSC-98pc1822

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, a solid rocket booster waits for mating with the Delta II rocket (in background) carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  5. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    PubMed

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  6. Integrating Health Behavior Theory and Design Elements in Serious Games

    PubMed Central

    Fleming, Theresa; Lucassen, Mathijs FG; Bridgman, Heather; Stasiak, Karolina; Shepherd, Matthew; Orpin, Peter

    2015-01-01

    Background Internet interventions for improving health and well-being have the potential to reach many people and fill gaps in service provision. Serious gaming interfaces provide opportunities to optimize user adherence and impact. Health interventions based in theory and evidence and tailored to psychological constructs have been found to be more effective to promote behavior change. Defining the design elements which engage users and help them to meet their goals can contribute to better informed serious games. Objective To elucidate design elements important in SPARX, a serious game for adolescents with depression, from a user-centered perspective. Methods We proposed a model based on an established theory of health behavior change and practical features of serious game design to organize ideas and rationale. We analyzed data from 5 studies comprising a total of 22 focus groups and 66 semistructured interviews conducted with youth and families in New Zealand and Australia who had viewed or used SPARX. User perceptions of the game were applied to this framework. Results A coherent framework was established using the three constructs of self-determination theory (SDT), autonomy, competence, and relatedness, to organize user perceptions and design elements within four areas important in design: computer game, accessibility, working alliance, and learning in immersion. User perceptions mapped well to the framework, which may assist developers in understanding the context of user needs. By mapping these elements against the constructs of SDT, we were able to propose a sound theoretical base for the model. Conclusions This study’s method allowed for the articulation of design elements in a serious game from a user-centered perspective within a coherent overarching framework. The framework can be used to deliberately incorporate serious game design elements that support a user’s sense of autonomy, competence, and relatedness, key constructs which have been found to mediate motivation at all stages of the change process. The resulting model introduces promising avenues for future exploration. Involving users in program design remains an imperative if serious games are to be fit for purpose. PMID:26543916

  7. An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education

    ERIC Educational Resources Information Center

    Chen, Hong-Ren; Lin, You-Shiuan

    2016-01-01

    By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…

  8. Comparing Computer Game and Traditional Lecture Using Experience Ratings from High and Low Achieving Students

    ERIC Educational Resources Information Center

    Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David

    2012-01-01

    Computer games are purported to be effective instructional tools that enhance motivation and improve engagement. The aim of this study was to investigate how tertiary student experiences change when instruction was computer game based compared to lecture based, and whether experiences differed between high and low achieving students. Participants…

  9. Dewey and Video Games: From Education through Occupations to Education through Simulations

    ERIC Educational Resources Information Center

    Waddington, David I.

    2015-01-01

    Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of "Fate of the World," a climate change simulation game, David Waddington addresses these concerns through a…

  10. It's How You Play the Game: Cooperation Puts a Fun Spin on Children's Activities.

    ERIC Educational Resources Information Center

    Valentine, Glenda

    1995-01-01

    Cooperative games can teach children to work together. Fifteen games, suitable for three different age groups, are outlined. It is essential that everyone be allowed to play, but no one be forced to participate; criticisms, teasing, and rough play are not allowed, and rule changes must be accepted by everyone. (SLD)

  11. Enthalpy Costs of Making and Breaking Bonds: A Game of Generating Molecules with Proper Lewis Structures

    ERIC Educational Resources Information Center

    Bell, Peter T.; Adkins, Alyssa D.; Gamble, Rex J.; Schultz, Linda D.

    2009-01-01

    "Enthalpy Costs" is a simple card game created to assist students in developing proper Lewis structure drawing skills. Score keeping is accomplished by tracking the enthalpy changes associated with bond-making and bond-breaking processes during formation of molecules represented by proper Lewis structures. Playing the game requires the student to…

  12. Evaluation of the Efficacy of Simulation Games in Traffic Safety Education of Kindergarten Children.

    ERIC Educational Resources Information Center

    Renaud, Lise; Suissa, Samy

    1989-01-01

    Uses a post-test-only control group study to evaluate the effect of three different types of simulation games used to teach traffic safety to kindergarten students. Results suggest that games including role-playing/group dynamics and modeling/training can change attitudes and modify behavior with this age group. (FMW)

  13. A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games

    ERIC Educational Resources Information Center

    Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D.

    2013-01-01

    It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…

  14. Health Behaviour Change Through Computer Games: Characterising Interventions.

    PubMed

    Poultney, Nathan; Maeder, Anthony; Ginige, Jeewani Anupama

    2016-01-01

    Recently games in the form of video, computer, or mobile apps have been utilised as an effective component of interventions for health behaviour change. This paper provides an overview of related projects reported in peer-review literature in the period 2006 to 2016. Nine highly relevant references were considered for analysis. The findings are presented according to 3 dimensions of characterisation: health intention, behaviour change principle, and health purpose.

  15. Serious-game for water resources management adaptation training to climatic changes

    NASA Astrophysics Data System (ADS)

    Leroy, Eve; Saulnier, Georges-Marie

    2013-04-01

    Water resources access is a main issue for territorial development to ensure environmental and human well-being. Indeed, sustainable development is vulnerable to water availability and climate change may affect the quantity and temporality of available water resources for anthropogenic water uses. How then to adapt, how to change water management rules and practices and how to involve stakeholders is such process? To prevent water scarcity situations, which may generate conflicts and impacts on ecosystems, it is important to think about a sustainable development where anthropogenic water uses are in good balance with forecasted water resources availability. This implies to raise awareness and involve stakeholders for a sustainable water management. Stakeholders have to think about future territorial development taking into account climate change impacts on water resources. Collaboration between scientists and stakeholders is essential to insure consistent climate change knowledge, well identification of anthropogenic uses, tensions and stakes of the territory. However sharing information on complex questions such as climate change, hydro-meteorological modeling and practical constraints may be a difficult task. Therefore to contribute to an easier debate and to the global training of all the interested actors, a serious game about water management was built. The serious game uses scientist complex models with real data but via a simple and playful web-game interface. The advantage of this interface is that it may help stakeholders, citizen or the target group to raise their understandings of impacts of climate change on water resources and to raise their awareness to the need for a sustainable water management while using state-of-the-art knowledge. The principle of the game is simple. The gamer is a mayor of a city and has to manage the water withdrawals from hydro systems, water distribution and consumption, water retreatment etc. In the same time, a clock is running and climate change occurs on the territory which impacts the water resources. The gamer has to deal with this evolution and try to help its municipality in growing. If the water management plays well the city can develop. At the opposite, wrong player decisions may generate water, energy or food scarcities, which lead the city to decrease. A first version of this game still under development was built. It makes uses of data from a famous French ski resort: Megève municipality. A demo of this game will be presented. Under a playful approach the serious game helps to discuss essential but strained topics between stakeholders, scientists and citizens. It may be considered as a useful tool for decision support and explanation of a complex topic. It is also hoped that this approach offers new ways of collaboration with stakeholders to approach complex situations in order to find the best paths for future water management.

  16. Serious Games for Sexual Health.

    PubMed

    Shegog, Ross; Brown, Katherine; Bull, Sheana; Christensen, John L; Hieftje, Kimberly; Jozkowski, Kristen N; Ybarra, Michele L

    2015-04-01

    Program developers and researchers in the sexual health domain have increasingly embraced technological trends as they emerge. With the emergence of serious game applications to impact health behaviors, a natural step for research enquiry will be the investigation of serious games for sexual health education. We invited a panel of sexual health researchers who are working at the intersection of sexual health behavior change and technology applications to comment on the place of serious games in furthering the field of sexual health. The panel grappled with six questions.

  17. Gender-related functional connectivity and craving during gaming and immediate abstinence during a mandatory break: Implications for development and progression of internet gaming disorder.

    PubMed

    Dong, Guangheng; Wang, Ziliang; Wang, Yifan; Du, Xiaoxia; Potenza, Marc N

    2018-04-20

    Although males more frequently develop Internet gaming disorder (IGD) as compared with females, few studies have examined gender-related neurocognitive differences in IGD. TASK AND DESIGN: fMRI and subjective data were collected from 119 subjects (IGD, male 29, female 25; recreational game use (RGU), male 34, female 31) when they were actively playing games and during a forced mandatory break. Analyses investigating effects of group (IGD, RGU) and gender (male, female) on the functional connectivity (FC) of executive control and reward systems linked to the dorsolateral prefrontal cortex (DLPFC) and striatum, respectively, were performed. Correlations between FC and subjective craving measures were also calculated. Gaming-group-by-gender interactions were observed. During gaming in males but not in females, the FC between the DLPFC and superior frontal gyrus was relatively decreased, and that between the striatum and thalamus was relatively increased. During the mandatory break, changes in the FC between DLPFC and superior frontal gyrus and the FC between the striatum and thalamus varied by gender with greater RGU-IGD differences observed in females. Significant correlations between FC and self-reported craving were observed. During both gaming and a forced mandatory break, brain regions implicated in executive control and reward processing showed changes in FC that varied by gender. Brain regions implicated in executive control showed differential FC in males during gaming, and FC during the forced mandatory break appeared relevant to both genders, and perhaps particularly for females. The findings suggest possible neural mechanisms for why males appear more likely to develop IGD, and why it may be particularly difficult for individuals with IGD to cease gaming. Copyright © 2018. Published by Elsevier Inc.

  18. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition

    PubMed Central

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S.

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control. PMID:26655929

  19. Action Video Gaming and Cognitive Control: Playing First Person Shooter Games Is Associated with Improved Action Cascading but Not Inhibition.

    PubMed

    Steenbergen, Laura; Sellaro, Roberta; Stock, Ann-Kathrin; Beste, Christian; Colzato, Lorenza S

    2015-01-01

    There is a constantly growing interest in developing efficient methods to enhance cognitive functioning and/or to ameliorate cognitive deficits. One particular line of research focuses on the possibly cognitive enhancing effects that action video game (AVG) playing may have on game players. Interestingly, AVGs, especially first person shooter games, require gamers to develop different action control strategies to rapidly react to fast moving visual and auditory stimuli, and to flexibly adapt their behaviour to the ever-changing context. This study investigated whether and to what extent experience with such videogames is associated with enhanced performance on cognitive control tasks that require similar abilities. Experienced action videogame-players (AVGPs) and individuals with little to no videogame experience (NVGPs) performed a stop-change paradigm that provides a relatively well-established diagnostic measure of action cascading and response inhibition. Replicating previous findings, AVGPs showed higher efficiency in response execution, but not improved response inhibition (i.e. inhibitory control), as compared to NVGPs. More importantly, compared to NVGPs, AVGPs showed enhanced action cascading processes when an interruption (stop) and a change towards an alternative response were required simultaneously, as well as when such a change had to occur after the completion of the stop process. Our findings suggest that playing AVGs is associated with enhanced action cascading and multi-component behaviour without affecting inhibitory control.

  20. Diversions

    ERIC Educational Resources Information Center

    Gough, John

    2017-01-01

    Three game examples using L-shaped tri-cubes in alternative arrangements are presented. Each game example challenges you to think who might win, and what alternative playing strategies could be implemented to change the final outcome.

  1. Using cognitive dissonance to induce adolescents' escaping from the claw of online gaming: the roles of personal responsibility and justification of cost.

    PubMed

    Chiou, Wen-Bin; Wan, Chin-Sheng

    2007-10-01

    The negative impact of the Internet on adolescents has received much attention. How to reduce their pathological use of online gaming is also a critical issue. Based on cognitive dissonance theory, two experiments were conducted to examine whether personal responsibility and justification of cost may play crucial factors in impacting adolescent players' attitude change and their willingness to engage in attitude-discrepant behavior. The results of Experiment 1 revealed that adolescent players who felt a strong sense of responsibility appeared to exhibit greater attitude change. In Experiment 2, the findings indicated that players tended to employ justification of cost in order to reduce or eliminate the dissonance between their attitude toward online gaming and invested cost. Adolescent players who perceived a higher cost in online gaming were less willing to engage in attitude-discrepant behavior. Reducing adolescents ' overuse of online gaming can be appreciated through the perspective of cognitive dissonance.

  2. Pattern of money allocation in experimental games supports the stress hypothesis of gender differences in Toxoplasma gondii-induced behavioural changes.

    PubMed

    Lindová, Jitka; Kubena, Ales A; Sturcová, Hana; Krivohlavá, Romana; Novotná, Martina; Rubesová, Anna; Havlícek, Jan; Kodym, Petr; Flegr, Jaroslav

    2010-06-01

    Latent toxoplasmosis has been previously found to cause behavioural and personality changes in humans, which are specific for each gender. Here we tested the stress hypothesis of these gender differences based on the assumption that latent toxoplasmosis causes long-term subliminal stress. In line with this hypothesis, the gender difference will appear specifically in situations with interpersonal context because in contrast to the typical individualistic coping style of men, women have a tendency to express elevated prosocial behaviour under stress. Altogether 295 biology students (29/191 females and 27/104 males infected by T. gondii) played a modified version of the Dictator Game and the Trust Game. As predicted, a gender difference in the effect of latent toxoplasmosis was found for the measure of reciprocal altruism in the Trust Game (p = 0.016), but both genders appeared less generous when infected in the Dictator Game modified to minimize social connotation (p = 0.048).

  3. Impact of changes in transportation and commuting behaviors during the 1996 Summer Olympic Games in Atlanta on air quality and childhood asthma.

    PubMed

    Friedman, M S; Powell, K E; Hutwagner, L; Graham, L M; Teague, W G

    2001-02-21

    Vehicle exhaust is a major source of ozone and other air pollutants. Although high ground-level ozone pollution is associated with transient increases in asthma morbidity, the impact of citywide transportation changes on air quality and childhood asthma has not been studied. The alternative transportation strategy implemented during the 1996 Summer Olympic Games in Atlanta, Ga, provided such an opportunity. To describe traffic changes in Atlanta, Ga, during the 1996 Summer Olympic Games and concomitant changes in air quality and childhood asthma events. Ecological study comparing the 17 days of the Olympic Games (July 19-August 4, 1996) to a baseline period consisting of the 4 weeks before and 4 weeks after the Olympic Games. Children aged 1 to 16 years who resided in the 5 central counties of metropolitan Atlanta and whose data were captured in 1 of 4 databases. Citywide acute care visits and hospitalizations for asthma (asthma events) and nonasthma events, concentrations of major air pollutants, meteorological variables, and traffic counts. During the Olympic Games, the number of asthma acute care events decreased 41.6% (4.23 vs 2.47 daily events) in the Georgia Medicaid claims file, 44.1% (1.36 vs 0.76 daily events) in a health maintenance organization database, 11.1% (4.77 vs 4.24 daily events) in 2 pediatric emergency departments, and 19.1% (2.04 vs 1.65 daily hospitalizations) in the Georgia Hospital Discharge Database. The number of nonasthma acute care events in the 4 databases changed -3.1%, +1.3%, -2.1%, and +1.0%, respectively. In multivariate regression analysis, only the reduction in asthma events recorded in the Medicaid database was significant (relative risk, 0.48; 95% confidence interval, 0.44-0.86). Peak daily ozone concentrations decreased 27.9%, from 81.3 ppb during the baseline period to 58.6 ppb during the Olympic Games (P<.001). Peak weekday morning traffic counts dropped 22.5% (P<.001). Traffic counts were significantly correlated with that day's peak ozone concentration (average r = 0.36 for all 4 roads examined). Meteorological conditions during the Olympic Games did not differ substantially from the baseline period. Efforts to reduce downtown traffic congestion in Atlanta during the Olympic Games resulted in decreased traffic density, especially during the critical morning period. This was associated with a prolonged reduction in ozone pollution and significantly lower rates of childhood asthma events. These data provide support for efforts to reduce air pollution and improve health via reductions in motor vehicle traffic.

  4. Metabolic and physiologic responses to video game play in 7- to 10-year-old boys.

    PubMed

    Wang, Xuewen; Perry, Arlette C

    2006-04-01

    To examine the metabolic, physiologic, and hemostatic responses to action video game play in a group of young boys. Comparison study. Laboratory of Clinical and Applied Physiology, University of Miami. Twenty-one boys aged 7 to 10 years. Blood pressure monitored before and during game play and blood glucose and lactate levels measured before and immediately after game play. Measurements were continuously recorded throughout game play. Dependent t tests were used to compare measurements recorded at baseline and during or after game play. Effect sizes using the Cohen d were examined for comparisons. Significant increases from baseline were found for heart rate (18.8%; P<.001), systolic (22.3%; P<.001) and diastolic (5.8%; P = .006) blood pressure, ventilation (51.9%; P<.001), respiratory rate (54.8%; P<.001), oxygen consumption (49.0%; P<.001), and energy expenditure (52.9%; P<.001). Effect sizes for these comparisons were medium or large. No significant changes were found from baseline to after video game play for lactate (18.2% increase; P = .07) and glucose (0.9% decrease; P = .59) levels. Video game play results in significant increases in various metabolic and physiologic variables in young children. Thus, it should not be combined with television viewing for the evaluation of sedentary activities. The magnitude of change, however, was lower than that observed during standard physical exercise and below national health recommendations. As such, video game play should not be considered a substitute for regular physical activities that significantly stress the metabolic pathways required for the promotion of cardiovascular conditioning.

  5. The power of play: Innovations in Getting Active Summit 2011: a science panel proceedings report from the American Heart Association.

    PubMed

    Lieberman, Debra A; Chamberlin, Barbara; Medina, Ernie; Franklin, Barry A; Sanner, Brigid McHugh; Vafiadis, Dorothea K

    2011-05-31

    To examine the influence active-play video gaming (also referred to as exergaming, exertainment, and active gaming) might have on improving health-related skills, enhancing self-esteem and self-efficacy, promoting social support, and ultimately motivating positive changes in health behaviors, the American Heart Association convened The Power of Play: Innovations in Getting Active Summit. The summit, as well as a follow-up science panel, was hosted by the American Heart Association and Nintendo of America. The science panel discussed the current state of research on active-play video gaming and its potential to serve as a gateway experience that might motivate players to increase the amount and intensity of physical activity in their daily lives. The panel identified the need for continued research on the gateway concept and on other behavioral health outcomes that could result from active-play video games and considered how these games could potentially affect disparate populations. The summit represented an exciting first step in convening healthcare providers, behavioral researchers, and professionals from the active-play video game industry to discuss the potential health benefits of active-play video games. Research is needed to improve understanding of processes of behavior change with active games. Future games and technologies may be designed with the goal to optimize physical activity participation, increase energy expenditure, and effectively address the abilities and interests of diverse and targeted populations. The summit helped the participants gain an understanding of what is known, identified gaps in current research, and supported a dialogue for continued collaboration.

  6. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment.

    PubMed

    Fjællingsdal, Kristoffer S; Klöckner, Christian A

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game's general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined.

  7. Motion sickness, console video games, and head-mounted displays.

    PubMed

    Merhi, Omar; Faugloire, Elise; Flanagan, Moira; Stoffregen, Thomas A

    2007-10-01

    We evaluated the nauseogenic properties of commercial console video games (i.e., games that are sold to the public) when presented through a head-mounted display. Anecdotal reports suggest that motion sickness may occur among players of contemporary commercial console video games. Participants played standard console video games using an Xbox game system. We varied the participants' posture (standing vs. sitting) and the game (two Xbox games). Participants played for up to 50 min and were asked to discontinue if they experienced any symptoms of motion sickness. Sickness occurred in all conditions, but it was more common during standing. During seated play there were significant differences in head motion between sick and well participants before the onset of motion sickness. The results indicate that commercial console video game systems can induce motion sickness when presented via a head-mounted display and support the hypothesis that motion sickness is preceded by instability in the control of seated posture. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  8. Using Role-Playing Games to Teach Astronomy: An Evaluation

    NASA Astrophysics Data System (ADS)

    Francis, Paul

    Since 1998, I've been experimenting with the use of role-playing games to teach astronomy. Students play the role of competing teams of researchers, racing to solve some astrophysical mystery. In this article, I review what has been learned from using these games around the world over the last eight years. The most common problem encountered is a tendency for students to become overly political. An unexpected benefit of these games is the boost that they give to student self- confidence. Overall, they seem to work well with a wide range of students, ranging from ninth grade to graduate school, and students exposed to this game comment repeatedly on how the games changed their attitudes toward the scientific process.

  9. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.

    PubMed

    Barlett, Christopher P; Harris, Richard J; Baldassaro, Ross

    2007-01-01

    This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 2007 Wiley-Liss, Inc.

  10. Computer Tablet Games' Effect on Young Children's Self-Concept

    ERIC Educational Resources Information Center

    Moawad, Ruba Abdel Matloub

    2017-01-01

    Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…

  11. A History of College Football.

    ERIC Educational Resources Information Center

    Rokosz, Francis M.

    The history of football is traced as it evolved from the English game of rugby. The game as it is known today was conceived only after a long series of changes. Three prominent reasons for the change were: to make football more interesting to the spectator; to balance the competition between offense and defense; and to modify the dangerous…

  12. Simulation Games and Attitude Change: Attitudes Toward the Poor (Questionnaire Study 1).

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    This investigation attempted to evaluate the effectiveness of the simulation game, Ghetto, in changing attitudes, and to determine whether effectiveness is associated with the personal characteristics of the players. There are two purposes: to teach factual information about the conditions faced by the urban poor in the inner city and to produce a…

  13. Open-Loop Flight Testing of COBALT GN&C Technologies for Precise Soft Landing

    NASA Technical Reports Server (NTRS)

    Carson, John M., III; Amzajerdian, Farzin; Seubert, Carl R.; Restrepo, Carolina I.

    2017-01-01

    A terrestrial, open-loop (OL) flight test campaign of the NASA COBALT (CoOperative Blending of Autonomous Landing Technologies) platform was conducted onboard the Masten Xodiac suborbital rocket testbed, with support through the NASA Advanced Exploration Systems (AES), Game Changing Development (GCD), and Flight Opportunities (FO) Programs. The COBALT platform integrates NASA Guidance, Navigation and Control (GN&C) sensing technologies for autonomous, precise soft landing, including the Navigation Doppler Lidar (NDL) velocity and range sensor and the Lander Vision System (LVS) Terrain Relative Navigation (TRN) system. A specialized navigation filter running onboard COBALT fuzes the NDL and LVS data in real time to produce a precise navigation solution that is independent of the Global Positioning System (GPS) and suitable for future, autonomous planetary landing systems. The OL campaign tested COBALT as a passive payload, with COBALT data collection and filter execution, but with the Xodiac vehicle Guidance and Control (G&C) loops closed on a Masten GPS-based navigation solution. The OL test was performed as a risk reduction activity in preparation for an upcoming 2017 closed-loop (CL) flight campaign in which Xodiac G&C will act on the COBALT navigation solution and the GPS-based navigation will serve only as a backup monitor.

  14. Thermal design of the space shuttle solid rocket booster

    NASA Technical Reports Server (NTRS)

    Fisher, R. R.; Vaniman, J. L.; Patterson, W. J.

    1985-01-01

    The thermal protection systems (TPS) to meet the quick turnaround and low cost required for reuse of the solid rocket booster (SRB) hardware. The TPS development considered the ease of application, changing ascent/reentry environments, and the problem of cleaning the residual insulation upon recovery. A sprayable ablator TPS material was developed. The challenges involved in design and development of this thermal system are discussed.

  15. Traffic Games: Modeling Freeway Traffic with Game Theory

    PubMed Central

    Cortés-Berrueco, Luis E.; Gershenson, Carlos; Stephens, Christopher R.

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers’ interactions. PMID:27855176

  16. Traffic Games: Modeling Freeway Traffic with Game Theory.

    PubMed

    Cortés-Berrueco, Luis E; Gershenson, Carlos; Stephens, Christopher R

    2016-01-01

    We apply game theory to a vehicular traffic model to study the effect of driver strategies on traffic flow. The resulting model inherits the realistic dynamics achieved by a two-lane traffic model and aims to incorporate phenomena caused by driver-driver interactions. To achieve this goal, a game-theoretic description of driver interaction was developed. This game-theoretic formalization allows one to model different lane-changing behaviors and to keep track of mobility performance. We simulate the evolution of cooperation, traffic flow, and mobility performance for different modeled behaviors. The analysis of these results indicates a mobility optimization process achieved by drivers' interactions.

  17. An Analysis of the Usefulness of Simulation Games in Affecting Attitudinal Changes and Skill-Type Learning. Final Report.

    ERIC Educational Resources Information Center

    Hart, William K.

    This study determines whether a simulation game affects attitudes, and increases motivation and cognitive learning. Seventy-six college students in four sections of a political science course were the subjects. Random selection placed them in two treatment groups and two control groups. Both groups received the game, and one treatment group and…

  18. The Effect of Playing a Persuasive Game on Attitude and Affective Learning

    ERIC Educational Resources Information Center

    Ruggiero, Dana

    2013-01-01

    To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…

  19. Understanding How Identity Supportive Games Can Impact Ethnic Minority Possible Selves and Learning: A Design-Based Research Study

    ERIC Educational Resources Information Center

    Lee, Joey J.

    2009-01-01

    Serious Games are digital games with an educational, informative, or persuasive goal beyond mere entertainment (Abt, 2002). They are promising because they often contain features that appear to be useful for learning (Squire, 2004), eliciting behavioral or attitudinal change (Yee, 2007) or encouraging new perspective taking, empathy, and new ways…

  20. Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game

    ERIC Educational Resources Information Center

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-01-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game…

  1. Development and Testing of a High School Business Game. Final Report.

    ERIC Educational Resources Information Center

    McNair, Douglas D.; West, Alfred P., Jr.

    A computer based business game to be used as a teaching tool in high school business-related courses was designed, developed, and tested. The game is constructed in modules that can be linked together in a variety of ways to achieve a different decision configuration for different class needs and a changing configuration over time to parallel the…

  2. Negative Experiences as Learning Trigger: A Play Experience Empirical Research on a Game for Social Change Case Study

    ERIC Educational Resources Information Center

    Mariani, Ilaria; Gandolfi, Enrico

    2016-01-01

    This study shows the results gathered from 141 subjects playing the persuasive urban game "A Hostile World" via a post-game-experience quantitative questionnaire. The aim is to problematize and deepen the role of negative emotions (e.g., frustration, rage)--explicitly fostered by "A Hostile World" to increase empathy toward…

  3. Fear of (Serious) Digital Games and Game-Based Learning?: Causes, Consequences and a Possible Countermeasure

    ERIC Educational Resources Information Center

    Bosche, Wolfgang; Kattner, Florian

    2011-01-01

    Digital games and their power as a tool for acquiring knowledge, training skills and changing behavior are--for some laymen--associated with rather negative concepts, and are thought to pose a general health risk. This paper shortly reviews and evaluates the scientific evidence for both positive and negative outcomes. It describes how particularly…

  4. Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop.

    PubMed

    Ewing, Kate C; Fairclough, Stephen H; Gilleade, Kiel

    2016-01-01

    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed.

  5. Scientific Inquiry Self-Efficacy and Computer Game Self-Efficacy as Predictors and Outcomes of Middle School Boys' and Girls' Performance in a Science Assessment in a Virtual Environment

    NASA Astrophysics Data System (ADS)

    Bergey, Bradley W.; Ketelhut, Diane Jass; Liang, Senfeng; Natarajan, Uma; Karakus, Melissa

    2015-10-01

    The primary aim of the study was to examine whether performance on a science assessment in an immersive virtual environment was associated with changes in scientific inquiry self-efficacy. A secondary aim of the study was to examine whether performance on the science assessment was equitable for students with different levels of computer game self-efficacy, including whether gender differences were observed. We examined 407 middle school students' scientific inquiry self-efficacy and computer game self-efficacy before and after completing a computer game-like assessment about a science mystery. Results from path analyses indicated that prior scientific inquiry self-efficacy predicted achievement on end-of-module questions, which in turn predicted change in scientific inquiry self-efficacy. By contrast, computer game self-efficacy was neither predictive of nor predicted by performance on the science assessment. While boys had higher computer game self-efficacy compared to girls, multi-group analyses suggested only minor gender differences in how efficacy beliefs related to performance. Implications for assessments with virtual environments and future design and research are discussed.

  6. Evaluation of an Adaptive Game that Uses EEG Measures Validated during the Design Process as Inputs to a Biocybernetic Loop

    PubMed Central

    Ewing, Kate C.; Fairclough, Stephen H.; Gilleade, Kiel

    2016-01-01

    Biocybernetic adaptation is a form of physiological computing whereby real-time data streaming from the brain and body is used by a negative control loop to adapt the user interface. This article describes the development of an adaptive game system that is designed to maximize player engagement by utilizing changes in real-time electroencephalography (EEG) to adjust the level of game demand. The research consists of four main stages: (1) the development of a conceptual framework upon which to model the interaction between person and system; (2) the validation of the psychophysiological inference underpinning the loop; (3) the construction of a working prototype; and (4) an evaluation of the adaptive game. Two studies are reported. The first demonstrates the sensitivity of EEG power in the (frontal) theta and (parietal) alpha bands to changing levels of game demand. These variables were then reformulated within the working biocybernetic control loop designed to maximize player engagement. The second study evaluated the performance of an adaptive game of Tetris with respect to system behavior and user experience. Important issues for the design and evaluation of closed-loop interfaces are discussed. PMID:27242486

  7. Content Analysis of Anti-Tobacco Videogames: Characteristics, Content, and Qualities.

    PubMed

    Watson, Anna M; Alber, Julia M; Barnett, Tracey E; Mercado, Rebeccah; Bernhardt, Jay M

    2016-06-01

    Although the prevalence of adolescent smoking has declined over the past two decades, the rate of decline has slowed. Electronic videogames show promise as an effective tool for health behavior change; however, the current state of tobacco prevention and cessation games has not been previously reviewed or evaluated. Currently available tobacco-related videogames were identified through online searches and in smartphone application stores. In total, 88 games were systematically coded for characteristics, content, and quality using a reliable and valid coding instrument developed for this research. The majority of games included at least two components of interactivity (75.0 percent) and at least one mechanism for rewarding (69.3 percent). However, most games lacked a story line (97.7 percent) and components for sense of control (25.0 percent). There were an average of 3.54 (standard deviation = 2.20) theoretical constructs in the games, with attitudes (83.0 percent), knowledge (78.4 percent), and perceived severity (55.7 percent) being the most common. The most common educational approach used was the affective education model (83.0 percent). Most games included at least one tobacco message (90.9 percent), with a majority of messages being loss-framed (63.6 percent) and/or one-sided (75.0 percent). Although today's anti-tobacco videogames contain many effective features, numerous qualities and best practices for changing behaviors through games are not present. Future games should seek to address these best practices in their development and evaluation to increase the likelihood they will be effective.

  8. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior

    PubMed Central

    Tear, Morgan J.; Nielsen, Mark

    2013-01-01

    Background Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Methods and Findings Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. Conclusions We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior. PMID:23844191

  9. Failure to demonstrate that playing violent video games diminishes prosocial behavior.

    PubMed

    Tear, Morgan J; Nielsen, Mark

    2013-01-01

    Past research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect. Given purported links between violent video games and poor social behavior, this result is surprising. Here our aim was to assess whether this finding may be due to the specific games used. That is, modern games are experienced differently from classic games (more immersion in virtual environments, more connection with characters, etc.) and it may be that playing violent video games impacts prosocial behavior only when contemporary versions are used. Experiments 1 and 2 explored the effects of playing contemporary violent, non-violent, and prosocial video games on prosocial behavior, as measured by the pen-drop task. We found that slight contextual changes in the delivery of the pen-drop task led to different rates of helping but that the type of game played had little effect. Experiment 3 explored this further by using classic games. Again, we found no effect. We failed to find evidence that playing video games affects prosocial behavior. Research on the effects of video game play is of significant public interest. It is therefore important that speculation be rigorously tested and findings replicated. Here we fail to substantiate conjecture that playing contemporary violent video games will lead to diminished prosocial behavior.

  10. This Is Rocket Science!

    NASA Astrophysics Data System (ADS)

    Keith, Wayne; Martin, Cynthia; Veltkamp, Pamela

    2013-09-01

    Using model rockets to teach physics can be an effective way to engage students in learning. In this paper, we present a curriculum developed in response to an expressed need for helping high school students review physics equations in preparation for a state-mandated exam. This required a mode of teaching that was more advanced and analytical than that offered by Estes Industries, but more basic than the analysis of Nelson et al. In particular, drag is neglected until the very end of the exercise, which allows the concept of conservation of energy to be shown when predicting the rocket's flight. Also, the variable mass of the rocket motor is assumed to decrease linearly during the flight (while the propulsion charge and recovery delay charge are burning) and handled simplistically by using an average mass value. These changes greatly simplify the equations needed to predict the times and heights at various stages of flight, making it more useful as a review of basic physics. Details about model rocket motors, range safety, and other supplemental information may be found online at Apogee Components4 and the National Association of Rocketry.5

  11. Design of a High Temperature Radiator for the Variable Specific Impulse Magnetoplasma Rocket

    NASA Technical Reports Server (NTRS)

    Sheth, Rubik B.; Ungar, Eugene K.; Chambliss, Joe P.

    2012-01-01

    The Variable Specific Impulse Magnetoplasma Rocket (VASIMR), currently under development by Ad Astra Rocket Company (Webster, TX), is a unique propulsion system that could change the way space propulsion is performed. VASIMR's efficiency, when compared to that of a conventional chemical rocket, reduces the propellant needed for exploration missions by a factor of 10. Currently plans include flight tests of a 200 kW VASIMR system, titled VF-200, on the International Space Station (ISS). The VF-200 will consist of two 100 kW thruster units packaged together in one engine bus. Each thruster core generates 27 kW of waste heat during its 15 minute firing time. The rocket core will be maintained between 283 and 573 K by a pumped thermal control loop. The design of a high temperature radiator is a unique challenge for the vehicle design. This paper will discuss the path taken to develop a steady state and transient-based radiator design. The paper will describe the radiator design option selected for the VASIMR thermal control system for use on ISS, and how the system relates to future exploration vehicles.

  12. On-field performance of national football league players after return from concussion.

    PubMed

    Kumar, Neil S; Chin, Matthew; O'Neill, Craig; Jakoi, Andre M; Tabb, Loni; Wolf, Michael

    2014-09-01

    There are few data examining the short-term effects of concussions on player performance upon return to play. This study examined changes in on-field performance and the influence of epidemiologic factors on performance and return to play. On-field performance is different in players who return within 7 days after concussion compared with players who miss at least 1 game. Case-control study; Level of evidence, 3. Players in the National Football League who were active during the 2008 to 2012 seasons were considered for inclusion. Weekly injury reports identified concussed players. All players played in at least 4 games before and after the game of injury (sentinel game) within the year of injury (sentinel year). Players who had missed games secondary to another injury or had sustained a second concussion within the sentinel year were excluded. The players' league profiles were used to determine age, position, body mass index, career experience, and games missed. ProFootballFocus performance scores determined player ratings. Statistical analysis used 2-sided t tests and both univariate and multivariate logistic regression models. There were a total of 131 concussions in the 124 players who qualified for this study; 55% of these players missed no games. Defensive secondary, wide receiver, and offensive line were the most commonly affected positions. Players who missed at least 1 game were younger and less experienced. Preinjury ProFootballFocus performance scores were similar to postinjury performance in players without games missed (0.16 vs 0.33; P = .129) and players who missed at least 1 game (-0.06 vs 0.10; P = .219). Age, body mass index, experience, and previous concussion did not correlate with changes in postinjury scores (P > .05). Older, more experienced players and players with late-season concussions were more likely to return to play without missing games (P < .05). The odds of returning within 7 days increased by 18% for each career year and by 40% for each game before the sentinel game within the sentinel year; these same odds decreased by 85% after introduction of newer treatment guidelines in 2009. No difference in player performance after concussion was found whether the player did or did not miss games before return. Return without missing games may be associated with experience and timing of injury within a season and less likely after newer guidelines. © 2014 The Author(s).

  13. KSC-2014-2127

    NASA Image and Video Library

    2014-04-11

    VANDENBERG AIR FORCE BASE, Calif. – A solid rocket motor, or SRM, for NASA's Orbiting Carbon Observatory-2 mission, or OCO-2, arrives at the mobile service tower at Space Launch Complex 2 on Vandenberg Air Force Base in California. Operations are underway to attach the Delta II rocket's three SRMs, known as graphite epoxy motors, to the rocket's first stage. OCO-2 is scheduled to launch into a polar Earth orbit aboard a United Launch Alliance Delta II 7320-10C rocket in July. Once in orbit, OCO-2 will collect precise global measurements of carbon dioxide in the Earth's atmosphere and provide scientists with a better idea of the chemical compound's impacts on climate change. Scientists will analyze this data to improve our understanding of the natural processes and human activities that regulate the abundance and distribution of this important atmospheric gas. To learn more about OCO-2, visit http://oco.jpl.nasa.gov. Photo credit: NASA/Randy Beaudoin

  14. KSC-2014-2126

    NASA Image and Video Library

    2014-04-11

    VANDENBERG AIR FORCE BASE, Calif. – A solid rocket motor, or SRM, for NASA's Orbiting Carbon Observatory-2 mission, or OCO-2, is towed to Space Launch Complex 2 on Vandenberg Air Force Base in California. Operations are underway to attach the Delta II rocket's three SRMs, known as graphite epoxy motors, to the rocket's first stage. OCO-2 is scheduled to launch into a polar Earth orbit aboard a United Launch Alliance Delta II 7320-10C rocket in July. Once in orbit, OCO-2 will collect precise global measurements of carbon dioxide in the Earth's atmosphere and provide scientists with a better idea of the chemical compound's impacts on climate change. Scientists will analyze this data to improve our understanding of the natural processes and human activities that regulate the abundance and distribution of this important atmospheric gas. To learn more about OCO-2, visit http://oco.jpl.nasa.gov. Photo credit: NASA/Randy Beaudoin

  15. KSC-2014-2140

    NASA Image and Video Library

    2014-04-11

    VANDENBERG AIR FORCE BASE, Calif. – A second solid rocket motor, or SRM, for NASA's Orbiting Carbon Observatory-2 mission, or OCO-2, is towed to Space Launch Complex 2 on Vandenberg Air Force Base in California. Operations are underway to attach the Delta II rocket's three SRMs, known as graphite epoxy motors, to the rocket's first stage. OCO-2 is scheduled to launch into a polar Earth orbit aboard a United Launch Alliance Delta II 7320-10C rocket in July. Once in orbit, OCO-2 will collect precise global measurements of carbon dioxide in the Earth's atmosphere and provide scientists with a better idea of the chemical compound's impacts on climate change. Scientists will analyze this data to improve our understanding of the natural processes and human activities that regulate the abundance and distribution of this important atmospheric gas. To learn more about OCO-2, visit http://oco.jpl.nasa.gov. Photo credit: NASA/Randy Beaudoin

  16. KSC-98pc1824

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, a solid rocket booster is raised to a vertical position for mating with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  17. The fairing for the Delta II rocket carrying the Mars Polar Lander arrives on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    The fairing for the upper stages of the Delta II rocket carrying the Mars Polar Lander arrives at Pad 17B, Cape Canaveral Air Station. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern- most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  18. KSC-98pc1821

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, workers monitor the solid rocket booster before its being lifted to mate with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  19. KSC-98pc1826

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, the gantry holding the solid rocket boosters is moved into place next to the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  20. The fairing for the Delta II rocket carrying the Mars Polar Lander arrives on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, the fairing for the upper stages of the Delta II rocket carrying the Mars Polar Lander is lowered toward the rocket waiting below. The lander, which will be launched on Jan. 3, 1999, is a solar-powered spacecraft designed to touch down on the Martian surface near the northern- most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  1. The fairing for the Delta II rocket carrying the Mars Polar Lander arrives on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    On Pad 17B, Cape Canaveral Air Station, the fairing for the upper stages of the Delta II rocket carrying the Mars Polar Lander is prepared for lowering toward the rocket below. The lander, which will be launched on Jan. 3, 1999, is a solar-powered spacecraft designed to touch down on the Martian surface near the northern- most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  2. The fairing for the Delta II rocket carrying the Mars Polar Lander arrives on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    The fairing for the upper stages of the Delta II rocket carrying the Mars Polar Lander is lifted to a vertical position on Pad 17B, Cape Canaveral Air Station. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  3. KSC-98pc1823

    NASA Image and Video Library

    1998-12-02

    KENNEDY SPACE CENTER, FLA. -- On Pad 17B, Cape Canaveral Air Station, a solid rocket booster is raised to a vertical position for mating with the Delta II rocket carrying the Mars Polar Lander. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998

  4. The fairing for the Delta II rocket carrying the Mars Polar Lander arrives on Pad 17B, CCAS

    NASA Technical Reports Server (NTRS)

    1998-01-01

    The fairing for the upper stages of the Delta II rocket carrying the Mars Polar Lander is lifted to the top of the gantry on Pad 17B, Cape Canaveral Air Station. The rocket will be used to launch the Mars Polar Lander on Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern-most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars '98 missions. The first is the Mars Climate Orbiter, to be launched aboard a Delta II rocket from Launch Complex 17A in December 1998.

  5. Mars Polar Lander is mated with Boeing Delta II rocket

    NASA Technical Reports Server (NTRS)

    1998-01-01

    Workers mate the Mars Polar Lander (top) to the Boeing Delta II rocket at Launch Complex 17B, Cape Canaveral Air Station. The rocket is scheduled to launch Jan. 3, 1999. The lander is a solar-powered spacecraft designed to touch down on the Martian surface near the northern- most boundary of the south pole in order to study the water cycle there. The lander also will help scientists learn more about climate change and current resources on Mars, studying such things as frost, dust, water vapor and condensates in the Martian atmosphere. It is the second spacecraft to be launched in a pair of Mars Surveyor '98 missions. The first is the Mars Climate Orbiter, which was launched aboard a Delta II rocket from Launch Complex 17A on Dec. 11, 1998.

  6. Expression of transcription factors after short-term exposure of Arabidopsis thaliana cell cultures to hyper-g, and to simulated and sounding rocket micro-g

    NASA Astrophysics Data System (ADS)

    Hampp, R.; Babbick, M.

    Previous microarray studies with cell cultures of Arabidopsis thaliana cv Columbia have shown responses in gene expression which were partly specific to exposure to microgravity sounding rocket experiment TEXUS In order to get access to early responses upon changes in gravitational fields we used exposure times as short as 2 min For this purpose we selected a range of genes which code for different groups of transcription factors WRKY ERF MYB MADS Samples were taken in 5-min clinorotation 2- and 3-dimensional hypergravity 8g and 2-min intervals sounding rocket experiment Amounts of transcripts were determined by quantitative RT PCR Most transcripts showed a significant transient change in content within a time frame of up to 30 min after changing the external gravitational field strength They could be grouped into 1 basic stress responses which occurred under all conditions 2 clinorotation-related effects which were either identical or opposite between 2D 60 rpm 4x10 -2 g and 3D clinorotation random positioning machine and 3 alterations specific to the microgravity exposure under sounding rocket conditions MAXUS The data are discussed in relation to gravitation-dependent signalling chains and with regard to the simulation of microgravity by means of clinorotation Supported by a grant from the Deutsches Zentrum f u r Luft- und Raumfahrt e V grant no 50 WB 0143

  7. Video Game Play, Child Diet, and Physical Activity Behavior Change

    PubMed Central

    Baranowski, Tom; Baranowski, Janice; Thompson, Debbe; Buday, Richard; Jago, Russ; Griffith, Melissa Juliano; Islam, Noemi; Nguyen, Nga; Watson, Kathleen B.

    2010-01-01

    Background Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. Purpose Evaluate outcome from playing “Escape from Diab” (Diab) and “Nanoswarm: Invasion from Inner Space” (Nano) video games on children’s diet, physical activity and adiposity. Design Two-group RCT; assessments occurred at baseline (B), immediately after Diab (P1), immediately after Nano (P2) and 2 months later (P3). Data were collected in 2008–2009, and analyses conducted in 2009–2010. Setting/Participants 133 children aged 10–12 years, initially between 50 percentile and 95 percentile BMI. Intervention Treatment group played Diab and Nano in sequence. Control Group played diet and physical activity knowledge-based games on popular websites. Main Outcome measures Servings of fruit, vegetable and water; minutes of moderate to vigorous physical activity. At each point of assessment: 3 nonconsecutive days of 24-hour dietary recalls, 5 consecutive days of physical activity using accelerometers, and assessment of height, weight, waist circumference and triceps skinfold. Results A repeated measures ANCOVA was conducted (analyzed in 2009–2010). Children playing these video games increased fruit and vegetable consumption by about .67 servings per day (p<0.018), but not water, moderate-to-vigorous physical activity, or body composition. Conclusions Playing Diab and Nano resulted in an increase in fruit and vegetable intake. Research is needed on the optimal design of video game components to maximize change. PMID:21146765

  8. In pursuit of change: youth response to intensive goal setting embedded in a serious video game.

    PubMed

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell

    2007-11-01

    Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production.

  9. Ambush frequency should increase over time during optimal predator search for prey

    PubMed Central

    Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme

    2011-01-01

    We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied ‘Princess and Monster’ search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the ‘square root law of search predation’: the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored. PMID:21571944

  10. Ambush frequency should increase over time during optimal predator search for prey.

    PubMed

    Alpern, Steve; Fokkink, Robbert; Timmer, Marco; Casas, Jérôme

    2011-11-07

    We advance and apply the mathematical theory of search games to model the problem faced by a predator searching for prey. Two search modes are available: ambush and cruising search. Some species can adopt either mode, with their choice at a given time traditionally explained in terms of varying habitat and physiological conditions. We present an additional explanation of the observed predator alternation between these search modes, which is based on the dynamical nature of the search game they are playing: the possibility of ambush decreases the propensity of the prey to frequently change locations and thereby renders it more susceptible to the systematic cruising search portion of the strategy. This heuristic explanation is supported by showing that in a new idealized search game where the predator is allowed to ambush or search at any time, and the prey can change locations at intermittent times, optimal predator play requires an alternation (or mixture) over time of ambush and cruise search. Thus, our game is an extension of the well-studied 'Princess and Monster' search game. Search games are zero sum games, where the pay-off is the capture time and neither the Searcher nor the Hider knows the location of the other. We are able to determine the optimal mixture of the search modes when the predator uses a mixture which is constant over time, and also to determine how the mode mixture changes over time when dynamic strategies are allowed (the ambush probability increases over time). In particular, we establish the 'square root law of search predation': the optimal proportion of active search equals the square root of the fraction of the region that has not yet been explored.

  11. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    PubMed

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.

  12. Toward using games to teach fundamental computer science concepts

    NASA Astrophysics Data System (ADS)

    Edgington, Jeffrey Michael

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.

  13. Normative values for a tablet computer-based application to assess chromatic contrast sensitivity.

    PubMed

    Bodduluri, Lakshmi; Boon, Mei Ying; Ryan, Malcolm; Dain, Stephen J

    2018-04-01

    Tablet computer displays are amenable for the development of vision tests in a portable form. Assessing color vision using an easily accessible and portable test may help in the self-monitoring of vision-related changes in ocular/systemic conditions and assist in the early detection of disease processes. Tablet computer-based games were developed with different levels of gamification as a more portable option to assess chromatic contrast sensitivity. Game 1 was designed as a clinical version with no gaming elements. Game 2 was a gamified version of game 1 (added fun elements: feedback, scores, and sounds) and game 3 was a complete game with vision task nested within. The current study aimed to determine the normative values and evaluate repeatability of the tablet computer-based games in comparison with an established test, the Cambridge Colour Test (CCT) Trivector test. Normally sighted individuals [N = 100, median (range) age 19.0 years (18-56 years)] had their chromatic contrast sensitivity evaluated binocularly using the three games and the CCT. Games 1 and 2 and the CCT showed similar absolute thresholds and tolerance intervals, and game 3 had significantly lower values than games 1, 2, and the CCT, due to visual task differences. With the exception of game 3 for blue-yellow, the CCT and tablet computer-based games showed similar repeatability with comparable 95% limits of agreement. The custom-designed games are portable, rapid, and may find application in routine clinical practice, especially for testing younger populations.

  14. Spatial pattern dynamics due to the fitness gradient flux in evolutionary games.

    PubMed

    deForest, Russ; Belmonte, Andrew

    2013-06-01

    We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.

  15. Serious Games for Health: Features, Challenges, Next Steps.

    PubMed

    Blumberg, Moderators Fran C; Burke, Lauren C; Hodent, Participants Celia; Evans, Michael A; Lane, H Chad; Schell, Jesse

    2014-10-01

    As articles in this journal have demonstrated over the past 3 years, serious game development continues to flourish as a vehicle for formal and informal health education. How best to characterize a "serious" game remains somewhat elusive in the literature. Many researchers and practitioners view serious games as capitalizing on computer technology and state-of-the-art video graphics as an enjoyable means by which to provide and promote instruction and training, or to facilitate attitude change among its players. We invited four distinguished researchers and practitioners to further discuss with us how they view the characteristics of serious games for health, how those characteristics differ from those for academic purposes, the challenges posed for serious game development among players of different ages, and next steps for the development and empirical examination of the effectiveness of serious games for players' psychological and physical well-being.

  16. Spatial pattern dynamics due to the fitness gradient flux in evolutionary games

    NASA Astrophysics Data System (ADS)

    deForest, Russ; Belmonte, Andrew

    2013-06-01

    We introduce a nondiffusive spatial coupling term into the replicator equation of evolutionary game theory. The spatial flux is based on motion due to local gradients in the relative fitness of each strategy, providing a game-dependent alternative to diffusive coupling. We study numerically the development of patterns in one dimension (1D) for two-strategy games including the coordination game and the prisoner's dilemma, and in two dimensions (2D) for the rock-paper-scissors game. In 1D we observe modified traveling wave solutions in the presence of diffusion, and asymptotic attracting states under a frozen-strategy assumption without diffusion. In 2D we observe spiral formation and breakup in the frozen-strategy rock-paper-scissors game without diffusion. A change of variables appropriate to replicator dynamics is shown to correctly capture the 1D asymptotic steady state via a nonlinear diffusion equation.

  17. Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior.

    PubMed

    Bartholow, Bruce D; Sestir, Marc A; Davis, Edward B

    2005-11-01

    Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.

  18. Why bigger may in fact be better... in the context of table tennis

    NASA Astrophysics Data System (ADS)

    Truscott, Tadd; Pan, Zhao; Belden, Jesse

    2014-11-01

    We submit that table tennis is too fast. Because of the high ball velocities relative to the small table size, players are required to act extremely quickly, often exceeding the limits of human reaction time. Additionally, the Magnus effect resulting from large rotation rates introduces dramatically curved paths and causes rapid direction changes after striking the table or paddle, which effectively reduces reaction time further. Moreover, watching a professional game is often uninteresting and even tiring because the ball is moving too quickly to follow with the naked eye and the action of the players is too subtle to resolve from a distance. These facts isolate table tennis from our quantitatively defined ``fun game club,'' and make it less widely appealing than sports like baseball and soccer. Over the past 100 years, the rules of table tennis have changed several times in an effort to make the game more attractive to players and spectators alike, but the game continues to lose popularity. Here, we experimentally quantify the historic landmark equipment changes of table tennis from a fluid dynamics perspective. Based on theory and observation, we suggest a larger diameter ball for table tennis to make the game more appealing to both spectators and amateur players.

  19. Augmenting your own reality: student authoring of science-based augmented reality games.

    PubMed

    Klopfer, Eric; Sheldon, Josh

    2010-01-01

    Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.

  20. A Data Snapshot Approach for Making Real-Time Predictions in Basketball.

    PubMed

    Kayhan, Varol Onur; Watkins, Alison

    2018-06-08

    This article proposes a novel approach, called data snapshots, to generate real-time probabilities of winning for National Basketball Association (NBA) teams while games are being played. The approach takes a snapshot from a live game, identifies historical games that have the same snapshot, and uses the outcomes of these games to calculate the winning probabilities of the teams in this game as the game is underway. Using data obtained from 20 seasons worth of NBA games, we build three models and compare their accuracies to a baseline accuracy. In Model 1, each snapshot includes the point difference between the home and away teams at a given second of the game. In Model 2, each snapshot includes the net team strength in addition to the point difference at a given second. In Model 3, each snapshot includes the rate of score change in addition to the point difference at a given second. The results show that all models perform better than the baseline accuracy, with Model 1 being the best model.

  1. Preliminary Report: An Application of the Good Behavior Game in the Developing Nation of Belize

    ERIC Educational Resources Information Center

    Nolan, Julene D.; Filter, Kevin J.; Houlihan, Daniel

    2014-01-01

    Educating children on a global level is a dynamic process where policy, procedure and guideline changes can leave teachers searching for new programs to resolve new challenges. This brief report shows a successful application of the Good Behavior Game in a school in the country of Belize following a significant change in policy regarding…

  2. The Game of Life Rules on Penrose Tilings: Still Life and Oscillators

    NASA Astrophysics Data System (ADS)

    Owens, Nick; Stepney, Susan

    John Horton Conway's Game of Life is a simple two-dimensional, two state cellular automaton (CA), remarkable for its complex behaviour. That behaviour is known to be very sensitive to a change in the CA rules. Here we continue our investigations into its sensitivity to changes in the lattice, by the use of an aperiodic Penrose tiling lattice.

  3. Method and Apparatus for Encouraging Physiological Self-Regulation Through Modulation of an Operator's Control Input to a Video Game or Training Simulator

    NASA Technical Reports Server (NTRS)

    Palsson, Olafur S. (Inventor); Harris, Randall L., Sr. (Inventor); Pope, Alan T. (Inventor)

    2002-01-01

    Apparatus and methods for modulating the control authority (i.e., control function) of a computer simulation or game input device (e.g., joystick, button control) using physiological information so as to affect the user's ability to impact or control the simulation or game with the input device. One aspect is to use the present invention, along with a computer simulation or game, to affect physiological state or physiological self-regulation according to some programmed criterion (e.g., increase, decrease, or maintain) in order to perform better at the game task. When the affected physiological state or physiological self-regulation is the target of self-regulation or biofeedback training, the simulation or game play reinforces therapeutic changes in the physiological signal(s).

  4. Altered Brain Reactivity to Game Cues After Gaming Experience.

    PubMed

    Ahn, Hyeon Min; Chung, Hwan Jun; Kim, Sang Hee

    2015-08-01

    Individuals who play Internet games excessively show elevated brain reactivity to game-related cues. This study attempted to test whether this elevated cue reactivity observed in game players is a result of repeated exposure to Internet games. Healthy young adults without a history of excessively playing Internet games were recruited, and they were instructed to play an online Internet game for 2 hours/day for five consecutive weekdays. Two control groups were used: the drama group, which viewed a fantasy TV drama, and the no-exposure group, which received no systematic exposure. All participants performed a cue reactivity task with game, drama, and neutral cues in the brain scanner, both before and after the exposure sessions. The game group showed an increased reactivity to game cues in the right ventrolateral prefrontal cortex (VLPFC). The degree of VLPFC activation increase was positively correlated with the self-reported increase in desire for the game. The drama group showed an increased cue reactivity in response to the presentation of drama cues in the caudate, posterior cingulate, and precuneus. The results indicate that exposure to either Internet games or TV dramas elevates the reactivity to visual cues associated with the particular exposure. The exact elevation patterns, however, appear to differ depending on the type of media experienced. How changes in each of the regions contribute to the progression to pathological craving warrants a future longitudinal study.

  5. Hydrodynamic Stability Analysis of Particle-Laden Solid Rocket Motors

    NASA Astrophysics Data System (ADS)

    Elliott, T. S.; Majdalani, J.

    2014-11-01

    Fluid-wall interactions within solid rocket motors can result in parietal vortex shedding giving rise to hydrodynamic instabilities, or unsteady waves, that translate into pressure oscillations. The oscillations can result in vibrations observed by the rocket, rocket subsystems, or payload, which can lead to changes in flight characteristics, design failure, or other undesirable effects. For many years particles have been embedded in solid rocket propellants with the understanding that their presence increases specific impulse and suppresses fluctuations in the flowfield. This study utilizes a two dimensional framework to understand and quantify the aforementioned two-phase flowfield inside a motor case with a cylindrical grain perforation. This is accomplished through the use of linearized Navier-Stokes equations with the Stokes drag equation and application of the biglobal ansatz. Obtaining the biglobal equations for analysis requires quantification of the mean flowfield within the solid rocket motor. To that end, the extended Taylor-Culick form will be utilized to represent the gaseous phase of the mean flowfield while the self-similar form will be employed for the particle phase. Advancing the mean flowfield by quantifying the particle mass concentration with a semi-analytical solution the finalized mean flowfield is combined with the biglobal equations resulting in a system of eight partial differential equations. This system is solved using an eigensolver within the framework yielding the entire spectrum of eigenvalues, frequency and growth rate components, at once. This work will detail the parametric analysis performed to demonstrate the stabilizing and destabilizing effects of particles within solid rocket combustion.

  6. ENED-GEM: A Conceptual Framework Model for Psychological Enjoyment Factors and Learning Mechanisms in Educational Games about the Environment

    PubMed Central

    Fjællingsdal, Kristoffer S.; Klöckner, Christian A.

    2017-01-01

    Based on a thorough review of psychological literature, this article seeks to develop a model of game enjoyment and environmental learning (ENvironmental EDucational Game Enjoyment Model, ENED-GEM) and delineate psychological processes that might facilitate learning and inspire behavioral change from educational games about the environment. A critically acclaimed digital educational game about environmental issues (Fate of the World by Red Redemption/Soothsayer Games) was used as a case study. Two hundred forty-nine reviews of the game from the popular gaming and reviewing platform known as Steam were analyzed by means of a thematic content analysis in order to identify key player enjoyment factors believed to be relevant to the process of learning from games, as well as to gain an understanding of positive and negative impressions about the game’s general content. The end results of the thematic analysis were measured up to the suggested ENED-GEM framework. Initial results generally support the main elements of the ENED-GEM, and future research into the importance of these individual core factors is outlined. PMID:28701988

  7. Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives.

    PubMed

    Kelley, Christina; Wilcox, Lauren; Ng, Wendy; Schiffer, Jade; Hammer, Jessica

    2017-06-01

    Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.

  8. Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives

    PubMed Central

    Kelley, Christina; Wilcox, Lauren; Ng, Wendy; Schiffer, Jade; Hammer, Jessica

    2017-01-01

    Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H–related data for large-scale empirical analysis. PMID:28868523

  9. Excessive and addictive gaming control using counselling agent in online game design

    NASA Astrophysics Data System (ADS)

    Ididi, Italumeh O.; Hassan, Sa'adah; Ghani, Abdul Azim Abd; Ali, Norhayati Mohd

    2017-10-01

    In recent times, online game play has become a food for thought to concerned individuals, researchers and authorities of various countries due to its excessive and addictive usage. Although, various government have taken certain measures such as shutting down internet cafe at certain hours of the day, censoring the most brutal, offensive and aggressive sections of certain games before they are released. Researchers have advised developers on ways of limiting harm on players by suggesting design changes on time limit. Furthermore, researchers have also suggested that online game distributors ought to make available appropriate referral services. The impart of the above are yet to make any remarkable impact on players. In this paper, we have proposed a Counseling Agent model integrating informative and self-appraisal messages in online game design as a control measure. Informative and self-appraisal messaging in games have proven optimistic through making positive impact on player's thoughts and behavior towards gaming. These messages are expected to remind players about the negative impact of excessive and addictive gaming habits, as well as suggesting possible reductive solutions through message streaming.

  10. Ozone Depletion Caused by Rocket Engine Emissions: A Fundamental Limit on the Scale and Viability of Space-Based Geoengineering Schemes

    NASA Astrophysics Data System (ADS)

    Ross, M. N.; Toohey, D.

    2008-12-01

    Emissions from solid and liquid propellant rocket engines reduce global stratospheric ozone levels. Currently ~ one kiloton of payloads are launched into earth orbit annually by the global space industry. Stratospheric ozone depletion from present day launches is a small fraction of the ~ 4% globally averaged ozone loss caused by halogen gases. Thus rocket engine emissions are currently considered a minor, if poorly understood, contributor to ozone depletion. Proposed space-based geoengineering projects designed to mitigate climate change would require order of magnitude increases in the amount of material launched into earth orbit. The increased launches would result in comparable increases in the global ozone depletion caused by rocket emissions. We estimate global ozone loss caused by three space-based geoengineering proposals to mitigate climate change: (1) mirrors, (2) sunshade, and (3) space-based solar power (SSP). The SSP concept does not directly engineer climate, but is touted as a mitigation strategy in that SSP would reduce CO2 emissions. We show that launching the mirrors or sunshade would cause global ozone loss between 2% and 20%. Ozone loss associated with an economically viable SSP system would be at least 0.4% and possibly as large as 3%. It is not clear which, if any, of these levels of ozone loss would be acceptable under the Montreal Protocol. The large uncertainties are mainly caused by a lack of data or validated models regarding liquid propellant rocket engine emissions. Our results offer four main conclusions. (1) The viability of space-based geoengineering schemes could well be undermined by the relatively large ozone depletion that would be caused by the required rocket launches. (2) Analysis of space- based geoengineering schemes should include the difficult tradeoff between the gain of long-term (~ decades) climate control and the loss of short-term (~ years) deep ozone loss. (3) The trade can be properly evaluated only if our understanding of the stratospheric impact of rocket emissions is significantly improved. (4) Such an improved understanding requires a concerted effort of research including new in situ measurements in a variety of rocket plumes and a multi-scale modeling program similar in scope to the effort required to address the climate and ozone impacts of aircraft emissions.

  11. Overcoming the Barriers to Uptake: A Study of 6 Danish Health-Based Serious Games Projects

    ERIC Educational Resources Information Center

    Brown, Damian

    2013-01-01

    Serious gaming for health benefits is moving out of the realm of being potentially interesting, and the authors are starting to see a growing maturity in the field. This study of six serious gaming projects based either wholly or partly in Denmark investigates the changes taking place in the healthcare area based on experiences with serious gaming…

  12. Inducing Attitude Change toward Online Gaming among Adolescent Players Based on Dissonance Theory: The Role of Threats and Justification of Effort

    ERIC Educational Resources Information Center

    Wan, Chin-Sheng; Chiou, Wen-Bin

    2010-01-01

    The negative impact of online gaming on adolescents has received much attention. The question of how to reduce their pathological use of online gaming is a critical issue. Based on the concept of external justification in dissonance theory, this experimental study aimed to examine whether severity of threat and justification of effort would impact…

  13. Novel Tools for Climate Change Learning and Responding in Earth Science Education

    NASA Astrophysics Data System (ADS)

    Sparrow, Elena; Brunacini, Jessica; Pfirman, Stephanie

    2015-04-01

    Several innovative, polar focused activities and tools including a polar hub website (http://thepolarhub.org) have been developed for use in formal and informal earth science or STEM education by the Polar Learning and Responding (PoLAR) Climate Change Education Partnership (consisting of climate scientists, experts in the learning sciences and education practitioners). In seeking to inform understanding of and response to climate change, these tools and activities range from increasing awareness to informing decisions about climate change, from being used in classrooms (by undergraduate students as well as by pre-college students or by teachers taking online climate graduate courses) to being used in the public arena (by stakeholders, community members and the general public), and from using low technology (card games such as EcoChains- Arctic Crisis, a food web game or SMARTIC - Strategic Management of Resources in Times of Change, an Arctic marine spatial planning game) to high technology (Greenify Network - a mobile real world action game that fosters sustainability and allows players to meaningfully address climate change in their daily lives, or the Polar Explorer Data Visualization Tablet App that allows individuals to explore data collected by scientists and presented for the everyday user through interactive maps and visualizations, to ask questions and go on an individualized tour of polar regions and their connections to the rest of the world). Games are useful tools in integrative and applied learning, in gaining practical and intellectual skills, and in systems thinking. Also, as part of the PoLAR Partnership, a Signs of the Land Climate Change Camp was collaboratively developed and conducted, that can be used as a model for engaging and representing indigenous communities in the co-production of climate change knowledge, communication tools and solutions building. Future camps are planned with Alaska Native Elders, educators including classroom teachers, natural resource managers, community members, leaders, and climate scientists as participants.

  14. Physiological Responses and Physical Performance during Football in the Heat

    PubMed Central

    Mohr, Magni; Nybo, Lars; Grantham, Justin; Racinais, Sebastien

    2012-01-01

    Purpose To examine the impact of hot ambient conditions on physical performance and physiological responses during football match-play. Methods Two experimental games were completed in temperate (∼21°C; CON) and hot ambient conditions (∼43°C; HOT). Physical performance was assessed by match analysis in 17 male elite players during the games and a repeated sprint test was conducted after the two game trials. Core and muscle temperature were measured and blood samples were obtained, before and after the games. Results Muscle and core temperatures were ∼1°C higher (P<0.05) in HOT (40.3±0.1 and 39.5±0.1°C, respectively) compared to CON (39.2±0.1 and 38.3±0.1°C). Average heart rate, plasma lactate concentration, body weight loss as well as post-game sprint performance were similar between the two conditions. Total game distance declined (P<0.05) by 7% and high intensity running (>14 km⋅h−1) by 26% in HOT compared to CON), but peak sprint speed was 4% higher (P<0.05) in HOT than in CON, while there were no differences in the quantity or length of sprints (>24 km⋅h−1) between CON and HOT. In HOT, success rates for passes and crosses were 8 and 9% higher (P<0.05), respectively, compared to CON. Delta increase in core temperature and absolute core temperature in HOT were correlated to total game distance in the heat (r = 0.85 and r = 0.53, respectively; P<0.05), whereas, total and high intensity distance deficit between CON and HOT were not correlated to absolute or delta changes in muscle or core temperature. Conclusion Total game distance and especially high intensity running were lower during a football game in the heat, but these changes were not directly related to the absolute or relative changes in core or muscle temperature. However, peak sprinting speed and execution of successful passes and crosses were improved in the HOT condition. PMID:22723963

  15. Data Analysis of Film from AFGL Rocket A31.603.

    DTIC Science & Technology

    1979-08-20

    AD0A092 705 PIOTOMETRICS INC LEXINGTON MA FIG 22/2 DATA ANALYSIS OF FILM FROM AFGL ROCKET A31.603.(U) AUG 79 M T CHAMBERLAIN F19628-79M010...5 II FILMv ANALYSIS ..... ....... ........... 7 PREVIOUS DOCUMENTATION ................. 7 FILM FRAME IDENTIFICATION ............. 7 CAMERA...changes ........... ............ 18 ,- 1 4 SECTION I OVERVIEW OF THE DATA ANALYSIS This report describes analysis of the film data from a split field

  16. Manufacturing Methods & Technology Project Execution Report. First CY 83.

    DTIC Science & Technology

    1983-11-01

    UCCURRENCE. H 83 5180 MMT FOR METAL DEWAR AND UNBONDED LEADS THE GOLD WIRE BONDED CONNECTIOkS ARE MADE BY HAND WHICH IS A TEDIOUS AND EXPENSIVE PROCESS. THE...ATTACHMENTS CURRENT FILAMENT WOUND COMPOSIIE ROCKET MOTOR CASES REQUIRE FORGED METAL POLE PIECESt NOZZLE CLOSURE ATTACHMENT RINGS, AND OTHER ATTACHMENT RINGS... ELASTOMER INSULATOR PROCESS LARGE TACTICAL ROCKET MOTOR INSULATORS ARE COSTLY, LACK DESIGN CHANGE FLEXIBILITY AND SUFFER LONG LEAD TIMES. CURRENT

  17. Shape-Memory-Alloy Actuator For Flight Controls

    NASA Technical Reports Server (NTRS)

    Barret, Chris

    1995-01-01

    Report proposes use of shape-memory-alloy actuators, instead of hydraulic actuators, for aerodynamic flight-control surfaces. Actuator made of shape-memory alloy converts thermal energy into mechanical work by changing shape as it makes transitions between martensitic and austenitic crystalline phase states of alloy. Because both hot exhaust gases and cryogenic propellant liquids available aboard launch rockets, shape-memory-alloy actuators exceptionally suited for use aboard such rockets.

  18. Ultra-fast Escape of a Octopus-inspired Rocket

    NASA Astrophysics Data System (ADS)

    Weymouth, Gabriel; Triantafyllou, Michael

    2013-11-01

    The octopus, squid, and other cephalopods inflate with water and then release a jet to accelerate in the opposite direction. This escape mechanism is particularly interesting in the octopus because they become initially quite bluff, yet this does not hinder them in achieving impressive bursts of speed. We examine this somewhat paradoxical maneuver using a simple deflating spheroid model in both potential and viscous flow. We demonstrate that the dynamic reduction of the width of the body completely changes the flow and forces acting on the escaping rocket in three ways. First, a body which reduces in size can generate an added mass thrust which counteracts the added mass inertia. Second, the motion of the shrinking wall acts similar to suction on a static wall, reducing separation and drag forces in a viscous fluid, but that this effects depends on the rate of size change. Third, using a combination of these two features it is possible to initially load the fluid with kinetic energy when heavy and bluff and then recover that energy when streamlined and light, enabling ultra-fast accelerations. As a notable example, these mechanisms allow a shrinking spheroid rocket in a heavy inviscid fluid to achieve speeds greater than an identical rocket in the vacuum of space. Southampton Marine and Maritime Institute.

  19. Oriented movement of statoliths studied in a reduced gravitational field during parabolic flights of rockets.

    PubMed

    Volkmann, D; Buchen, B; Hejnowicz, Z; Tewinkel, M; Sievers, A

    1991-01-01

    During five rocket flights (TEXUS 18, 19, 21, 23 and 25), experiments were performed to investigate the behaviour of statoliths in rhizoids of the green alga Charo globularia Thuill. and in statocytes of cress (Lepidium sativum L.) roots, when the gravitational field changed to approx. l0(-4) g (i.e. microgravity) during the parabolic flight (lasting for 301-390 s) of the rockets. The position of statoliths was only slightly influenced by the conditions during launch, e.g. vibration, acceleration and rotation of the rocket. Within approx. 6 min of microgravity conditions the shape of the statolith complex in the rhizoids changed from a transversely oriented lens into a longitudinally oriented spindle. The center of the statolith complex moved approx. 14 micrometers and 3.6 micrometers in rhizoids and root statocytes, respectively, in the opposite direction to the originally acting gravity vector. The kinetics of statolith displacement in rhizoids demonstrate that the velocity was nearly constant under microgravity whereas it decreased remarkably after inversion of rhizoids on Earth. It can be concluded that on Earth the position of statoliths in both rhizoids and root statocytes depends on the balance of two forces, i.e. the gravitational force and the counteracting force mediated by microfilaments.

  20. Oriented movement of statoliths studied in a reduced gravitational field during parabolic flights of rockets.

    PubMed

    Volkmann, D; Buchen, B; Hejnowicz, Z; Tewinkel, M; Sievers, A

    1991-09-01

    During five rocket flights (TEXUS 18, 19, 21, 23 and 25), experiments were performed to investigate the behaviour of statoliths in rhizoids of the green alga Chara globularia Thuill. and in statocytes of cress (Lepidium sativum L.) roots, when the gravitational field changed to approx. 10(-4) · g (i.e. microgravity) during the parabolic flight (lasting for 301-390 s) of the rockets. The position of statoliths was only slightly influenced by the conditions during launch, e.g. vibration, acceleration and rotation of the rocket. Within approx. 6 min of microgravity conditions the shape of the statolith complex in the rhizoids changed from a transversely oriented lens into a longitudinally oriented spindle. The center of the statolith complex moved approx. 14 μm and 3.6 μm in rhizoids and root statocytes, respectively, in the opposite direction to the originally acting gravity vector. The kinetics of statolith displacement in rhizoids demonstrate that the velocity was nearly constant under microgravity whereas it decreased remarkably after inversion of rhizoids on Earth. It can be concluded that on Earth the position of statoliths in both rhizoids and root statocytes depends on the balance of two forces, i.e. the gravitational force and the counteracting force mediated by microfilaments.

  1. Gene expression analysis of rocket salad under pre-harvest and postharvest stresses: A transcriptomic resource for Diplotaxis tenuifolia

    PubMed Central

    Cavaiuolo, Marina; Cocetta, Giacomo; Spadafora, Natasha Damiana; Müller, Carsten T.; Rogers, Hilary J.

    2017-01-01

    Diplotaxis tenuifolia L. is of important economic value in the fresh-cut industry for its nutraceutical and sensorial properties. However, information on the molecular mechanisms conferring tolerance of harvested leaves to pre- and postharvest stresses during processing and shelf-life have never been investigated. Here, we provide the first transcriptomic resource of rocket by de novo RNA sequencing assembly, functional annotation and stress-induced expression analysis of 33874 transcripts. Transcriptomic changes in leaves subjected to commercially-relevant pre-harvest (salinity, heat and nitrogen starvation) and postharvest stresses (cold, dehydration, dark, wounding) known to affect quality and shelf-life were analysed 24h after stress treatment, a timing relevant to subsequent processing of salad leaves. Transcription factors and genes involved in plant growth regulator signaling, autophagy, senescence and glucosinolate metabolism were the most affected by the stresses. Hundreds of genes with unknown function but uniquely expressed under stress were identified, providing candidates to investigate stress responses in rocket. Dehydration and wounding had the greatest effect on the transcriptome and different stresses elicited changes in the expression of genes related to overlapping groups of hormones. These data will allow development of approaches targeted at improving stress tolerance, quality and shelf-life of rocket with direct applications in the fresh-cut industries. PMID:28558066

  2. Gene expression analysis of rocket salad under pre-harvest and postharvest stresses: A transcriptomic resource for Diplotaxis tenuifolia.

    PubMed

    Cavaiuolo, Marina; Cocetta, Giacomo; Spadafora, Natasha Damiana; Müller, Carsten T; Rogers, Hilary J; Ferrante, Antonio

    2017-01-01

    Diplotaxis tenuifolia L. is of important economic value in the fresh-cut industry for its nutraceutical and sensorial properties. However, information on the molecular mechanisms conferring tolerance of harvested leaves to pre- and postharvest stresses during processing and shelf-life have never been investigated. Here, we provide the first transcriptomic resource of rocket by de novo RNA sequencing assembly, functional annotation and stress-induced expression analysis of 33874 transcripts. Transcriptomic changes in leaves subjected to commercially-relevant pre-harvest (salinity, heat and nitrogen starvation) and postharvest stresses (cold, dehydration, dark, wounding) known to affect quality and shelf-life were analysed 24h after stress treatment, a timing relevant to subsequent processing of salad leaves. Transcription factors and genes involved in plant growth regulator signaling, autophagy, senescence and glucosinolate metabolism were the most affected by the stresses. Hundreds of genes with unknown function but uniquely expressed under stress were identified, providing candidates to investigate stress responses in rocket. Dehydration and wounding had the greatest effect on the transcriptome and different stresses elicited changes in the expression of genes related to overlapping groups of hormones. These data will allow development of approaches targeted at improving stress tolerance, quality and shelf-life of rocket with direct applications in the fresh-cut industries.

  3. Electronic game: A key effective technology to promote behavioral change in cancer patients.

    PubMed

    Safdari, Reza; Ghazisaeidi, Marjan; Goodini, Azadeh; Mirzaee, Mahboobeh; Farzi, Jebraeil

    2016-01-01

    Cancer diagnosis is a very unpleasant and unbelievable experience. Appropriate management and treatment of these diseases require a high degree of patient engagement. Interactive health electronic games are engaging, fun, challenging, and experiential and have the potential to change the attitude and behavior, which can improve the player's health. The use of these digital tools, as one of the most attractive and entertaining modern technologies, canem power patients, provide suitable palliative care, promote health behavior change strategies, increase patient engagement, enhance healthy lifestyle habits, improve self.management, and finally improve the quality of life of the patients. Finally, the aim of this article was to describe electronic games and their effects on the promotion of behavior change in cancer patients. In addition, this article describes categories, characteristic features, and benefits of this digital media in the lifestyle modification of cancer patients.

  4. [Changes in the P300 amplitude under the influence of "aggressive" computer game in adolescents with various levels of initial aggression and conflicting behavior].

    PubMed

    Grigorian, V G; Stepanian, L S; Stepanian, A Iu; Agababian, A R

    2007-01-01

    Dynamic changes in the amplitude of component P300 of the evoked potentials in different cortical areas were studied as an index of activity of cortical structures responsible for actualization of a computer game with aggressive content with regard for the level of initial aggression and conflict in behavior of adolescent subjects. Dynamic changes in anxiety and aggression evoked by playing an "aggressive" computer game were shown to be dependent on the initial level of aggression and conflict. An increase in P300 in the frontal and orbitofrontal areas of both hemispheres was observed in adolescents with initially high level of aggression and conflict. In adolescents with initially low aggression and conflict, P300 decreased bilaterally in the frontal areas and did not change significantly in the orbitofrontal areas. These findings testify to the bilateral frontal top-down control over negative emotions.

  5. Teaching to the Next Generation Science Standards with Energy, Climate, and Water Focused Games

    NASA Astrophysics Data System (ADS)

    Mayhew, M. A.; Hall, M.; Civjan, N.

    2015-12-01

    We produced two fun-to-play card games with the theme, The Nexus of Energy, Water, and Climate, that directly support teaching to the NGSS. In the games, players come to understand how demand for energy, water use, and climate change are tightly intertwined. Analysis by scientists from the national laboratories ensured that the games are reflect current data and research. The games have been tested with high school and informal science educators and their students and have received a formal evaluation. The games website http://isenm.org/games-for-learning shows how the games align with the NGSS, the Common Core, and the NRC's Strands of Science Learning. It also contains an extensive collection of accessible articles on the nexus to support use of the games in instruction. Thirst for Power is a challenging resource management game. Players, acting as governors of regions, compete to be the first to meet their citizens' energy needs. A governor can choose from a variety of carbon-based or renewable energy sources, but each source uses water and has an environmental—including climate change—impact. Energy needs must be met using only the water resources allocated to the region and without exceeding the environmental impact limit. "ACTION" cards alter game play and increase competition. Challenge and Persuade is a game of scientific argumentation, using evidence on nexus-related fact cards. Players must evaluate information, develop fact-based arguments, and communicate their findings. One card deck contains a set of adjectives, a second a series of fact cards. Players use their fact cards to make the best argument that aligns with an adjective selected by the "Judge". Players take turns being the "Judge," who determines who made the best argument. The games particularly align with NGSS elements: Connections to Engineering, Technology, and Application of Science. Players come to understand the science and engineering behind many energy sources and their impacts. Connection to Nature of Science. Players must manage the complexity of relationships among water, energy, and climate change and solve problems with science, technology, and policies. Science and Engineering Practice. Both games require players to use evidence, evaluate information, and develop strategies to address real world problems.

  6. Ice Flows: A Game-based Learning approach to Science Communication

    NASA Astrophysics Data System (ADS)

    Le Brocq, Anne

    2017-04-01

    Game-based learning allows people to become immersed in an environment, and learn how the system functions and responds to change through playing a game. Science and gaming share a similar characteristic: they both involve learning and understanding the rules of the environment you are in, in order to achieve your objective. I will share experiences of developing and using the educational game "Ice Flows" for science communication. The game tasks the player with getting a penguin to its destination, through controlling the size of the ice sheet via ocean temperature and snowfall. Therefore, the game aims to educate the user about the environmental controls on the behaviour of the ice sheet, whilst they are enjoying playing a game with penguins. The game was funded by a NERC Large Grant entitled "Ice shelves in a warming world: Filchner Ice Shelf system, Antarctica", so uses data from the Weddell Sea sector of the West Antarctic Ice Sheet to generate unique levels. The game will be easily expandable to other regions of Antarctica and beyond, with the ultimate aim of giving a full understanding to the user of different ice flow regimes across the planet.

  7. Spatial evolutionary games with weak selection.

    PubMed

    Nanda, Mridu; Durrett, Richard

    2017-06-06

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all [Formula: see text] games, but there are a number of [Formula: see text] games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of [Formula: see text] games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock-paper-scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium.

  8. Spatial evolutionary games with weak selection

    PubMed Central

    Nanda, Mridu; Durrett, Richard

    2017-01-01

    Recently, a rigorous mathematical theory has been developed for spatial games with weak selection, i.e., when the payoff differences between strategies are small. The key to the analysis is that when space and time are suitably rescaled, the spatial model converges to the solution of a partial differential equation (PDE). This approach can be used to analyze all 2×2 games, but there are a number of 3×3 games for which the behavior of the limiting PDE is not known. In this paper, we give rules for determining the behavior of a large class of 3×3 games and check their validity using simulation. In words, the effect of space is equivalent to making changes in the payoff matrix, and once this is done, the behavior of the spatial game can be predicted from the behavior of the replicator equation for the modified game. We say predicted here because in some cases the behavior of the spatial game is different from that of the replicator equation for the modified game. For example, if a rock–paper–scissors game has a replicator equation that spirals out to the boundary, space stabilizes the system and produces an equilibrium. PMID:28533405

  9. Virtual gaming to develop students' pediatric nursing skills: A usability test.

    PubMed

    Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria

    2016-11-01

    As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.

  10. A Meta-Analysis of Serious Digital Games for Healthy Lifestyle Promotion

    PubMed Central

    DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse

    2015-01-01

    Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further exploration of which game features create larger effects are needed. PMID:25172024

  11. Skills and offensive tactics used in pick-up basketball games.

    PubMed

    Wang, Jianyu; Liu, Wenhao; Moffit, Jeffrey

    2009-10-01

    The purpose of this study was to describe skills and offensive tactics frequently used in pick-up basketball games. 65 participants were recruited from public basketball courts. An observational instrument was developed to analyze the performances of pick-up games. Participants' performances were videotaped and coded. Results indicated that the passing skills most frequently observed in the games were chest pass, overhead pass, and bounce pass. For dribbling, crossover dribble and change-of-pace dribble were frequently observed. Jump shot, set shot, and layup were also frequently used. The offensive tactics frequently used included drive, cut, and set screen. The study may be beneficial for helping young people prepare to play pick-up basketball games.

  12. The Fate of the World is in your hands: computer gaming for multi-faceted climate change education

    NASA Astrophysics Data System (ADS)

    Bedford, D. P.

    2015-12-01

    Climate change is a multi-faceted (or 'wicked') problem. True climate literacy therefore requires understanding not only the workings of the climate system, but also the current and potential future impacts of climate change and sea level rise on individuals, communities and countries around the world, as noted in the US Global Change Research Program's (2009) Climate Literacy: The Essential Principles of Climate Sciences. The asymmetric nature of climate change impacts, whereby the world's poorest countries have done the least to cause the problem but will suffer disproportionate consequences, has also been widely noted. Education in climate literacy therefore requires an element of ethics in addition to physical and social sciences. As if addressing these multiple aspects of climate change were not challenging enough, polling data has repeatedly shown that many members of the public tend to see climate change as a far away problem affecting people remote from them at a point in the future, but not themselves. This perspective is likely shared by many students. Computer gaming provides a possible solution to the combined problems of, on the one hand, addressing the multi-faceted nature of climate change, and, on the other hand, making the issue real to students. Fate of the World, a game produced by the company Red Redemption, has been used on several occasions in a small (20-30 students) introductory level general education course on global warming at Weber State University. Players are required to balance difficult decisions about energy investment while managing regional political disputes and attempting to maintain minimum levels of development in the world's poorer countries. By providing a realistic "total immersion" experience, the game has the potential to make climate change issues more immediate to players, and presents them with the ethical dilemmas inherent in climate change. This presentation reports on the use of Fate of the World in an educational setting, highlighting student experiences and lessons learned from two attempts to use the game as a tool for teaching the multi-faceted nature of climate change.

  13. ISAAC: A REXUS Student Experiment to Demonstrate an Ejection System with Predefined Direction

    NASA Astrophysics Data System (ADS)

    Balmer, G.; Berquand, A.; Company-Vallet, E.; Granberg, V.; Grigore, V.; Ivchenko, N.; Kevorkov, R.; Lundkvist, E.; Olentsenko, G.; Pacheco-Labrador, J.; Tibert, G.; Yuan, Y.

    2015-09-01

    ISAAC Infrared Spectroscopy to Analyse the middle Atmosphere Composition — was a student experiment launched from SSC's Esrange Space Centre, Sweden, on 29th May 2014, on board the sounding rocket REXUS 15 in the frame of the REXUS/BEXUS programme. The main focus of the experiment was to implement an ejection system for two large Free Falling Units (FFUs) (240 mm x 80 mm) to be ejected from a spinning rocket into a predefined direction. The system design relied on a spring-based ejection system. Sun and angular rate sensors were used to control and time the ejection. The flight data includes telemetry from the Rocket Mounted Unit (RMU), received and saved during flight, as well as video footage from the GoPro camera mounted inside the RMU and recovered after the flight. The FFUs' direction, speed and spin frequency as well as the rocket spin frequency were determined by analyzing the video footage. The FFU-Rocket-Sun angles were 64.3° and 104.3°, within the required margins of 90°+45°. The FFU speeds were 3.98 mIs and 3.74 mIs, lower than the expected 5± 1 mIs. The FFUs' spin frequencies were 1 .38 Hz and 1 .60 Hz, approximately half the rocket's spin frequency. The rocket spin rate slightly changed from 3. 163 Hz before the ejection to 3.1 17 Hz after the ejection of the two FFUs. The angular rate, sun sensor data and temperature on the inside of the rocket module skin were also recorded. The experiment design and results of the data analysis are presented in this paper.

  14. Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity.

    PubMed

    Triberti, Stefano; Durosini, Ilaria; Aschieri, Filippo; Villani, Daniela; Riva, Giuseppe

    2017-08-01

    Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.

  15. NASA's Space Launch System: A New Capability for Science and Exploration

    NASA Technical Reports Server (NTRS)

    Robinson, Kimberly F.; Creech, Stephen D.; May, Todd A.

    2014-01-01

    NASA's Marshall Space Flight Center (MSFC) is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will launch the Orion Multi-Purpose Crew Vehicle (MPCV) and other high-priority payloads into deep space. Its evolvable architecture will allow NASA to begin with human missions beyond the Moon and then go on to transport astronauts or robots to distant places such as asteroids and Mars. Developed with the goals of safety, affordability, and sustainability in mind, SLS will start with 10 percent more thrust than the Saturn V rocket that launched astronauts to the Moon 40 years ago. From there it will evolve into the most powerful launch vehicle ever flown, via an upgrade approach that will provide building blocks for future space exploration. This paper will explain how NASA will execute this development within flat budgetary guidelines by using existing engines assets and heritage technology, from the initial 70 metric ton (t) lift capability through a block upgrade approach to an evolved 130-t capability, and will detail the progress that has already been made toward a first launch in 2017. This paper will also explore the requirements needed for human missions to deep-space destinations and for game-changing robotic science missions, and the capability of SLS to meet those requirements and enable those missions, along with the evolution strategy that will increase that capability. The International Space Exploration Coordination Group, representing 12 of the world's space agencies, has worked together to create the Global Exploration Roadmap, which outlines paths towards a human landing on Mars, beginning with capability-demonstrating missions to the Moon or an asteroid. The Roadmap and corresponding NASA research outline the requirements for reference missions for all three destinations. The SLS will offer a robust way to transport international crews and the air, water, food, and equipment they would need for extended trips to asteroids, the Moon, and Mars. SLS also offers substantial capability to support robotic science missions, offering benefits such as improved mass margins and radiation mitigation, and reduced mission durations. The SLS rocket, using significantly higher C3 energies, can more quickly and effectively take the mission directly to its destination, reducing trip time and cost. As this paper will explain, the SLS is making measurable progress toward becoming a global infrastructure asset for robotic and human scouts of all nations by providing the robust space launch capability to deliver sustainable solutions for advanced exploration.

  16. NASA's Space Launch System: A New Capability for Science and Exploration

    NASA Technical Reports Server (NTRS)

    Crumbly, Christopher M.; May, Todd A.; Robinson, Kimberly F.

    2014-01-01

    The National Aeronautics and Space Administration's (NASA's) Marshall Space Flight Center (MSFC) is directing efforts to build the Space Launch System (SLS), a heavy-lift rocket that will launch the Orion Multi-Purpose Crew Vehicle (MPCV) and other high-priority payloads into deep space. Its evolvable architecture will allow NASA to begin with human missions beyond the Moon and then go on to transport astronauts or robots to distant places such as asteroids and Mars. Developed with the goals of safety, affordability, and sustainability in mind, SLS will start with 10 percent more thrust than the Saturn V rocket that launched astronauts to the Moon 40 years ago. From there it will evolve into the most powerful launch vehicle ever flown, via an upgrade approach that will provide building blocks for future space exploration. This paper will explain how NASA will execute this development within flat budgetary guidelines by using existing engines assets and heritage technology, from the initial 70 metric ton (t) lift capability through a block upgrade approach to an evolved 130-t capability, and will detail the progress that has already been made toward a first launch in 2017. This paper will also explore the requirements needed for human missions to deep-space destinations and for game-changing robotic science missions, and the capability of SLS to meet those requirements and enable those missions, along with the evolution strategy that will increase that capability. The International Space Exploration Coordination Group, representing 12 of the world's space agencies, has worked together to create the Global Exploration Roadmap, which outlines paths towards a human landing on Mars, beginning with capability-demonstrating missions to the Moon or an asteroid. The Roadmap and corresponding NASA research outline the requirements for reference missions for all three destinations. The SLS will offer a robust way to transport international crews and the air, water, food, and equipment they would need for extended trips to asteroids, the Moon, and Mars. SLS also offers substantial capability to support robotic science missions, offering benefits such as improved mass margins and radiation mitigation, and reduced mission durations. The SLS rocket, using significantly higher characteristic energy (C3), can more quickly and effectively take the mission directly to its destination, reducing trip time and cost. As this paper will explain, the SLS is making measurable progress toward becoming a global infrastructure asset for robotic and human scouts of all nations by providing the robust space launch capability to deliver sustainable solutions for advanced exploration.

  17. Space Fortress game training and executive control in older adults: A pilot intervention

    PubMed Central

    Stern, Yaakov; Blumen, Helena M.; Rich, Leigh W.; Richards, Alexis; Herzberg, Gray; Gopher, Daniel

    2012-01-01

    We investigated the feasibility of using the Space Fortress (SF) game, a complex video game originally developed to study complex skill acquisition in young adults, to improve executive control processes in cognitively healthy older adults. The study protocol consisted of 36 one-hour game play sessions over 3 months with cognitive evaluations before and after, and a follow-up evaluation at 6 months. Sixty participants were randomized to one of three conditions: Emphasis Change (EC) – elders were instructed to concentrate on playing the entire game but place particular emphasis on a specific aspect of game play in each particular game; Active Control (AC) – game play with standard instructions; Passive Control (PC) – evaluation sessions without game play. Primary outcome measures were obtained from five tasks, presumably tapping executive control processes. A total of 54 older adults completed the study protocol. One measure of executive control, WAIS-III letter–number sequencing, showed improvement in performance from pre- to post-evaluations in the EC condition, but not in the other two conditions. These initial findings are modest but encouraging. Future SF interventions need to carefully consider increasing the duration and or the intensity of the intervention by providing at-home game training, reducing the motor demands of the game, and selecting appropriate outcome measures. PMID:21988726

  18. Positive Association of Video Game Playing with Left Frontal Cortical Thickness in Adolescents

    PubMed Central

    Kühn, Simone; Lorenz, Robert; Banaschewski, Tobias; Barker, Gareth J.; Büchel, Christian; Conrod, Patricia J.; Flor, Herta; Garavan, Hugh; Ittermann, Bernd; Loth, Eva; Mann, Karl; Nees, Frauke; Artiges, Eric; Paus, Tomas; Rietschel, Marcella; Smolka, Michael N.; Ströhle, Andreas; Walaszek, Bernadetta; Schumann, Gunter; Heinz, Andreas; Gallinat, Jürgen

    2014-01-01

    Playing video games is a common recreational activity of adolescents. Recent research associated frequent video game playing with improvements in cognitive functions. Improvements in cognition have been related to grey matter changes in prefrontal cortex. However, a fine-grained analysis of human brain structure in relation to video gaming is lacking. In magnetic resonance imaging scans of 152 14-year old adolescents, FreeSurfer was used to estimate cortical thickness. Cortical thickness across the whole cortical surface was correlated with self-reported duration of video gaming (hours per week). A robust positive association between cortical thickness and video gaming duration was observed in left dorsolateral prefrontal cortex (DLPFC) and left frontal eye fields (FEFs). No regions showed cortical thinning in association with video gaming frequency. DLPFC is the core correlate of executive control and strategic planning which in turn are essential cognitive domains for successful video gaming. The FEFs are a key region involved in visuo-motor integration important for programming and execution of eye movements and allocation of visuo-spatial attention, processes engaged extensively in video games. The results may represent the biological basis of previously reported cognitive improvements due to video game play. Whether or not these results represent a-priori characteristics or consequences of video gaming should be studied in future longitudinal investigations. PMID:24633348

  19. Use of an interactive game to increase food acceptance--a pilot study.

    PubMed

    Gillis, L

    2003-09-01

    Techniques to improve food selection in healthy children with long standing food refusal are limited. The use of educational games has been successful in getting children to increase knowledge in healthy eating, but it is uncertain whether this translates into behaviour change. Therefore the purpose of this study was to test the use of an interactive food game to increase food acceptance in healthy-weight school-age children with chronic food refusal. Children attended an outpatient clinic and played an interactive game with a therapist and one parent during which non-preferred foods were consumed. Weekly recording of food consumption occurred with diet analysis by a Registered Dietitian three times during a 1-year time span. The children increased their repertoire of foods and had a more balanced intake. The changes in intake were incorporated into their daily meal patterns in the home setting and were maintained for 1 year. An interactive food game is a successful tool for increasing food variety in healthy children with chronic food refusal. As this report included only three subjects, the results will be used for subsequent work on this topic.

  20. Virtual immersive gaming to optimize recovery (VIGOR) in low back pain: A phase II randomized controlled trial.

    PubMed

    France, Christopher R; Thomas, James S

    2018-06-01

    The virtual immersive gaming to optimize recovery (VIGOR) study is a randomized controlled trial of the effects of virtual reality games to encourage lumbar spine flexion among individuals with chronic low back pain and fear of movement. Whereas traditional graded activity or graded exposure therapies for chronic low back pain have high attrition and poor long-term efficacy, we believe that virtual reality games have distinct advantages that can enhance adherence and clinical outcomes. First, they are engaging and enjoyable activities that can distract from pain and fear of harm. In addition, because they gradually reinforce increases in lumbar spine flexion to achieve game objectives, continued engagement over time is expected to promote recovery through restoration of normal spinal motion. The study design includes two treatment groups which differ in the amount of lumbar flexion required to achieve the game objectives. All participants will play the games for nine weeks, and pre-treatment to 1-week post-treatment changes in pain and disability will serve as the co-primary clinical outcomes. In addition, changes in lumbar flexion and expectations of pain/harm will be examined as potential treatment outcome mediators. Maintenance of treatment outcomes will also be assessed for up to 48-weeks post-treatment. In brief, we hypothesize that the virtual reality games will reduce pain and disability by promoting spinal motion and allowing participants to develop an implicit understanding that they are capable of engaging in significant lumbar spine motion in their daily lives without a risk of injury to their back. Copyright © 2018 Elsevier Inc. All rights reserved.

  1. Changing the game: exploring infants' participation in early play routines

    PubMed Central

    Fantasia, Valentina; Fasulo, Alessandra; Costall, Alan; López, Beatriz

    2014-01-01

    Play has proved to have a central role in children's development, most notably in rule learning (Piaget, 1965; Sutton-Smith, 1979) and negotiation of roles and goals (Garvey, 1974; Bruner et al., 1976). Yet very little research has been done on early play. The present study focuses on early social games, i.e., vocal-kinetic play routines that mothers use to interact with infants from very early on. We explored 3-month-old infants and their mothers performing a routine game first in the usual way, then in two violated conditions: without gestures and without sound. The aim of the study is to investigate infants' participation and expectations in the game and whether this participation is affected by changes in the multimodal format of the game. Infants' facial expressions, gaze, and body movements were coded to measure levels of engagement and affective state across the three conditions. Results showed a significant decrease in Limbs Movements and expressions of Positive Affect, an increase in Gaze Away and in Stunned Expression when the game structure was violated. These results indicate that the violated game conditions were experienced as less engaging, either because of an unexpected break in the established joint routine, or simply because they were weaker versions of the same game. Overall, our results suggest that structured, multimodal play routines may constitute interactional contexts that only work as integrated units of auditory and motor resources, representing early communicative contexts which prepare the ground for later, more complex multimodal interactions, such as verbal exchanges. PMID:24936192

  2. Development and assessment of a chemistry-based computer video game as a learning tool

    NASA Astrophysics Data System (ADS)

    Martinez-Hernandez, Kermin Joel

    The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.

  3. I Wanna Play Too: Factors Related to Changes in Social Behavior for Children With and Without Autism Spectrum Disorder After Implementation of a Structured Outdoor Play Curriculum.

    PubMed

    Morrier, Michael J; Ziegler, Sonja M T

    2018-02-27

    Children with autism spectrum disorder (ASD) have difficulties interacting with same-aged peers during unstructured play (e.g., on the playground). Thirty-five toddler and preschool children with and without ASD participated in a structured 15-min outdoor play curriculum. The intervention, the Buddy Game, used familiar songs, movement, and games to promote peer social interaction. A 2 × 3 ANOVA assessed changes in overall targeted social behaviors during baseline, the Buddy Game, and generalization to free-pay. Multiple regression analyses examined factors related to increases in social interactions. Predictors were ASD status of child and age of child. Results indicated the Buddy Game increased overall social interactions and that social interactions were influenced more by ASD status than age. Implications for practitioners are highlighted.

  4. Using Games to Teach Astronomy

    NASA Astrophysics Data System (ADS)

    Francis, Paul J.

    We all know that astronomical research is a chaotic sociable deeply human enterprise full of baffling mysteries enigmatic clues and breathtakingly unexpected conclusions. Abundant evidence suggests that our students see astronomy very differently. They see it as a lonely activity: a collection of facts (and very pretty pictures) brought down from the mountain by antisocial ""experts"" for them to memorise. Can we change this false perception? I've been experimenting with using role-playing games in the classroom. I've tried these games out on a wide range of high-school and university students. Students play the roles of competing teams of astronomers battling to solve some perplexing astrophysical enigma. Do these games work? Sometimes! When they work well the really change student perceptions of science in a way that almost no other teaching technique can match. But there have been a fair number of embarrassing fiascos along the way... I will share my experiences and hard earned tips for avoiding disasters

  5. Injuries in women's basketball.

    PubMed

    Trojian, Thomas H; Ragle, Rosemary B

    2008-03-01

    Women's basketball has changed over time. It is a faster paced game than it was 30 years ago. Greatplayers, like Anne Meyers,who was the first, and only, woman to be signed to an NBA contract, would agree today's game is different. The game is played mostly "below the rim" but with players like Candice Parker, Sylvia Fowles and Maya Moore able to dunk the ball, the game is still changing. The one thing that remains constant in basketball, especially women's basketball, is injury. The majority of injuries in women's basketball are similar to those in men's basketball. Studies at the high school and college level show similar injury rates between women and men. ACL injuries are one exception, with female athletes having atwo to four times higher rate ofACL injuries. In this article, we review the common injuries in women's basketball. We discuss treatment issues and possible preventive measures.

  6. Chimpanzee choice rates in competitive games match equilibrium game theory predictions.

    PubMed

    Martin, Christopher Flynn; Bhui, Rahul; Bossaerts, Peter; Matsuzawa, Tetsuro; Camerer, Colin

    2014-06-05

    The capacity for strategic thinking about the payoff-relevant actions of conspecifics is not well understood across species. We use game theory to make predictions about choices and temporal dynamics in three abstract competitive situations with chimpanzee participants. Frequencies of chimpanzee choices are extremely close to equilibrium (accurate-guessing) predictions, and shift as payoffs change, just as equilibrium theory predicts. The chimpanzee choices are also closer to the equilibrium prediction, and more responsive to past history and payoff changes, than two samples of human choices from experiments in which humans were also initially uninformed about opponent payoffs and could not communicate verbally. The results are consistent with a tentative interpretation of game theory as explaining evolved behavior, with the additional hypothesis that chimpanzees may retain or practice a specialized capacity to adjust strategy choice during competition to perform at least as well as, or better than, humans have.

  7. Biosimilars and the long game.

    PubMed

    Huzair, Farah; Kale, Dinar

    2015-05-01

    Despite greater certainty for biosimilar markets and regulation, the change that was seen in the small-molecule pharmaceuticals market with the rapid entrance of emerging-country generics suppliers will not be replicated exactly. The long game has yet to be played out, and recent changes in regulation, science, and production technology are likely to impact on future patterns of partnership and production. Copyright © 2015 Elsevier Ltd. All rights reserved.

  8. Game Localisation as Software-Mediated Cultural Experience: Shedding Light on the Changing Role of Translation in Intercultural Communication in the Digital Age

    ERIC Educational Resources Information Center

    O'Hagan, Minako

    2015-01-01

    In this rapidly technologising age translation practice has been undergoing formidable changes with the implication that there is a need to expand the disciplinary scope of translation studies. Taking the case of game localisation this article problematises the role of translation as intercultural communication by focusing on cultural elements of…

  9. One for All and All for One: Using Multiple Identification Theory Simulations to Build Cooperative Attitudes and Behaviors in a Middle Eastern Conflict Scenario

    ERIC Educational Resources Information Center

    Williams, Robert Howard; Williams, Alexander Jonathan

    2010-01-01

    The authors previously developed multiple identification theory (MIT) as a system of simulation game design intended to promote attitude change. The present study further tests MIT's effectiveness. The authors created a game (CULTURE & CREED) via MIT as a complex simulation of Middle Eastern conflict resolution, designed to change attitudes…

  10. Playable Stories: Making Programming and 3D Role-Playing Game Design Personally and Socially Relevant

    ERIC Educational Resources Information Center

    Ingram-Goble, Adam

    2013-01-01

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…

  11. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime.

    PubMed

    Colder Carras, Michelle; Van Rooij, Antonius J; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D; Carabas, Yorghos; Labrique, Alain

    2017-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.

  12. The impact of science education games on prescription drug abuse attitudes among teens: a case study.

    PubMed

    Klisch, Yvonne; Bowling, Kristi G; Miller, Leslie M; Ramos, Miguel A

    2013-01-01

    Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated in a pretest, two game-play sessions, and a delayed posttest. Students in both groups demonstrated more negative attitudes toward prescription drug abuse after playing the game, driven by changes of students' normative beliefs and their ability to make the connection between prescription drug abuse and illicit drugs. A secondary aim was to assess gains in science knowledge; however, due to low internal consistency reliabilities of content measures, students' knowledge acquisition could not be determined.

  13. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime

    PubMed Central

    Colder Carras, Michelle; Van Rooij, Antonius J.; Spruijt-Metz, Donna; Kvedar, Joseph; Griffiths, Mark D.; Carabas, Yorghos; Labrique, Alain

    2018-01-01

    Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery. PMID:29403398

  14. Game Plan

    NASA Technical Reports Server (NTRS)

    Morring, Frank, Jr.

    2005-01-01

    Industry proposals for the Crew Exploration Vehicle that NASA plans as a replacement for the space shuttle are due next week, but the agency's new chief says it might be necessary to slow the CEV procurement at first to speed it up later. After a quick trip to Kennedy Space Center for briefings on getting the space shuttle back in operation, Michael D. Griffin sat down with his growing staff last week to begin work on modifying the CEV procurement. "We are going to rethink our entire program in that area," he said during an inaugural press conference Apr. 18. The proposals due May 2 are being prepared in response to NASA's call for a "risk-reduction flight effort" in 2008 that would lead to delivery of a human-rated CEV in 2014. But Griffin was co-leader on an independent study in 2004 that recommended a way to get the CEV flying astronauts in 2010, the year President Bush has set as a deadline for retiring the space shuttle fleet. In that study, produced for The Planetary Society, Griffin and his team called for development of a 13-15-ton "Block 1" CEV limited to low Earth orbit (LEO) that would be launched atop a single space shuttle solid rocket motor (SRM), with a new cryogenic upper stage based on existing rocket engine technology, Under this approach, NASA would develop a "Block 2" CEV later for human exploration beyond LEO.

  15. In Pursuit of Change: Youth Response to Intensive Goal Setting Embedded in a Serious Video Game

    PubMed Central

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Juliano, Melissa; Frazior, McKee; Wilsdon, Jon; Jago, Russell

    2007-01-01

    Background Type 2 diabetes has increased in prevalence among youth, paralleling the increase in pediatric obesity. Helping youth achieve energy balance by changing diet and physical activity behaviors should decrease the risk for type 2 diabetes and obesity. Goal setting and goal review are critical components of behavior change. Theory-informed video games that emphasize development and refinement of goal setting and goal review skills provide a method for achieving energy balance in an informative, entertaining format. This article reports alpha-testing results of early versions of theory-informed goal setting and reviews components of two diabetes and obesity prevention video games for preadolescents. Method Two episodes each of two video games were alpha tested with 9- to 11-year-old youth from multiple ethnic groups. Alpha testing included observed game play followed by a scripted interview. The staff was trained in observation and interview techniques prior to data collection. Results Although some difficulties were encountered, alpha testers generally understood goal setting and review components and comprehended they were setting personal goals. Although goal setting and review involved multiple steps, youth were generally able to complete them quickly, with minimal difficulty. Few technical issues arose; however, several usability and comprehension problems were identified. Conclusions Theory-informed video games may be an effective medium for promoting youth diabetes and obesity prevention. Alpha testing helps identify problems likely to have a negative effect on functionality, usability, and comprehension during development, thereby providing an opportunity to correct these issues prior to final production. PMID:19885165

  16. Cardiovascular reactivity to video game predicts subsequent blood pressure increases in young men: The CARDIA study.

    PubMed

    Markovitz, J H; Raczynski, J M; Wallace, D; Chettur, V; Chesney, M A

    1998-01-01

    This study was undertaken to determine the relationship between heightened reactivity of blood pressure (BP) during stress and 5-year changes in blood pressure and hypertensive status, using the CARDIA study. A total of 3364 participants (910 white men, 909 white women, 678 black men, and 867 black women), initially 20 to 32 years old and normotensive, were included. Cardiovascular reactivity to psychological stressors (video game and star-tracing tasks for 3 minutes, cold pressor test for 1 minute) was measured in 1987-1988. We then examined reactivity as a predictor of significant BP change (> or = 8 mm Hg, thought to represent a clinically significant increase) over the next 5 years. Logistic regression models were used to control for potential covariates. Significant BP change and the development of hypertension (BP greater than 140/90 or taking medication for hypertension) over the 5-year follow-up were examined in separate analyses. Increased systolic blood pressure (SBP) reactivity to the video game was associated with a significant 5-year SBP increase among the entire cohort, independent of resting SBP (p < .0001). Subsequent analyses showed that this relationship held for men but not for women. Reactivity to the star-tracing task or the cold pressor test did not predict significant BP change. Among black men only, new hypertensives (N = 36) had greater diastolic blood pressure (DBP) reactivity to the video game (p = .01). Although BP reactivity to all physical and mental stressors used in this study did not consistently predict 5-year change in BP in this young cohort, the results indicate that reactivity to a video game stressor predicts 5-year change in BP and early hypertension among young adult men. These findings are consistent with other studies showing the usefulness of stressors producing a primarily beta-adrenergic response in predicting BP change and hypertension. The results may be limited by the shortened initial rest and recovery periods used in the CARDIA protocol.

  17. Analysis of film cooling in rocket nozzles

    NASA Technical Reports Server (NTRS)

    Woodbury, Keith A.; Karr, Gerald R.

    1992-01-01

    Progress during the reporting period is summarized. Analysis of film cooling in rocket nozzles by computational fluid dynamics (CFD) computer codes is desirable for two reasons. First, it allows prediction of resulting flow fields within the rocket nozzle, in particular the interaction of the coolant boundary layer with the main flow. This facilitates evaluation of potential cooling configurations with regard to total thrust, etc., before construction and testing of any prototype. Secondly, CFD simulation of film cooling allows for assessment of the effectiveness of the proposed cooling in limiting nozzle wall temperature rises. This latter objective is the focus of the current work. The desired objective is to use the Finite Difference Navier Stokes (FDNS) code to predict wall heat fluxes or wall temperatures in rocket nozzles. As prior work has revealed that the FDNS code is deficient in the thermal modeling of boundary conditions, the first step is to correct these deficiencies in the FDNS code. Next, these changes must be tested against available data. Finally, the code will be used to model film cooling of a particular rocket nozzle. The third task of this research, using the modified code to compute the flow of hot gases through a nozzle, is described.

  18. Comparison of mesospheric VHF radar echoes and rocket probe electron concentration measurements

    NASA Technical Reports Server (NTRS)

    Royrvik, O.; Smith, L. G.

    1984-01-01

    Refractive index irregularities in the equatorial mesosphere have been investigated using both the Jicamarca VHF radar and a rocket-borne Langmuir probe launched from Punta Lobos, Peru. On February 27, 1983, a single layer of turbulence was observed in the upper mesosphere by both experiments. There is very good agreement between the observed radar echo power and the radar scattering cross section calculated from the rocket data when these are interpreted in the context of isotropic turbulence. The inner and outer scales of turbulence have been calculated from both the radar and the rocket data, and good agreement is found. The radar data show indications of large-scale vortices in the layer of irregularities. Rocket data show that the inner scale of turbulence in the upper mesosphere is a few tens of meters and that the Jicamarca radar Bragg wavelength (3 m) is well within the viscous subrange of turbulence in this altitude range. The spectral index in the inertial subrange is close to -5/3, changing to about - 7 at higher wave numbers. Energy dissipation rate in the layer was calculated to be 0.05 W/kg, in good agreement with previous estimates.

  19. Design Analysis of a High Temperature Radiator for the Variable Specific Impulse Magnetoplasma Rocket (VASIMR)

    NASA Technical Reports Server (NTRS)

    Sheth, Rubik B.; Ungar, Eugene K.; Chambliss, Joe P.; Cassady, Leonard D.

    2011-01-01

    The Variable Specific Impulse Magnetoplasma Rocket (VASIMR), currently under development by Ad Astra Rocket Company, is a unique propulsion system that can potentially change the way space propulsion is performed. VASIMR's efficiency, when compared to that of a conventional chemical rocket, reduce propellant needed for exploration missions by a factor of 10. Currently plans include flight tests of a 200 kW VASIMR system, titled VF-200, on the International Space Station. The VF-200 will consist of two 100 kW thruster units packaged together in one engine bus. Each thruster unit has a unique heat rejection requirement of about 27 kW over a firing time of 15 minutes. In order to control rocket core temperatures, peak operating temperatures of about 300 C are expected within the thermal control loop. Design of a high temperature radiator is a unique challenge for the vehicle design. This paper will discuss the path taken to develop a steady state and transient based radiator design. The paper will describe radiator design options for the VASIMR thermal control system for use on ISS as well as future exploration vehicles.

  20. Design of Video Games for Children's Diet and Physical Activity Behavior Change.

    PubMed

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2010-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences.

  1. Design of Video Games for Children’s Diet and Physical Activity Behavior Change

    PubMed Central

    Baranowski, Tom; Thompson, Debbe; Buday, Richard; Lu, Amy Shirong; Baranowski, Janice

    2012-01-01

    Serious video games (VG) offer new opportunities for promoting health related diet and physical activity change among children. Games can be designed to use storylines, characters, and behavior change procedures, including modeling (e.g., engaging characters make changes themselves, and face and overcome challenges related to fruit and vegetable (FV) and physical activity (PA) goal attainment and/or consumption), skill development (e.g., asking behaviors; virtual recipe preparation), self regulatory behaviors (problem solving, goal setting, goal review, decision making), rewards (e.g., points and positive statements generated by the program), immediate feedback (e.g., through characters and/or statements that appear on the computer screen at critical decision points), and personalization (e.g., tailored choices offered at critical junctures, based on responses to baselines questions related to preferences, outcome expectancies, etc). We are in the earliest stages of learning how to optimally design effective behavior change procedures for use in VG, and yet they have been demonstrated to change behavior. As we learn, VG offer more and better opportunities for obesity prevention that can adjust to individual needs and preferences. PMID:25364331

  2. Learning outcomes in a simulation game for associate degree nursing students.

    PubMed

    Clark-C

    1977-01-01

    Learning outcomes of a simulation game designed to have one-to-one correspondence between behavioral objectives and game plays is reported. The behavioral objectives were core concepts in psychiatric mental health nursing taught to associate degree nursing students. Decisions to use the simulation game method method grew out of difficulties inherent in the community college nursing program, as well as the need for self-paced, efficient, learner-centered learning and evaluative tools. After the trial and revision of the game, a number of research hypotheses were tested. Simulation gaming was found to be an effective mode of learning, and students who acted as teachers for other students learned significantly more than those who were taught. Some of the recommendations for further research were to study varied nursing populations, to add a control group, to test the long-range learning effects of playing the game, to decrease experimenter bias, to study transfer of learning to actual nurse-patient situations and changes in attitudes toward psychiatric patients, and to develop more simulation games for nursing education.

  3. The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.

    PubMed

    Joyner, Damon; Wengreen, Heidi J; Aguilar, Sheryl S; Spruance, Lori Andersen; Morrill, Brooke A; Madden, Gregory J

    2017-04-01

    Previously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.

  4. Making Games for Health Engaging: The Influence of Cognitive Skills.

    PubMed

    Kreutzer, Christine P; Bowers, Clint A

    2016-02-01

    Serious games for health care are on the rise. These games are thought to be effective because they can provide information in a context that is engaging. However, it is likely that game-based health training is most effective for a subset of people with specific skills, traits, and experiences. Understanding the factors associated with optimum game outcomes will help us better describe the learners for whom they are appropriate. Toward this end, the present study examined specific cognitive skills related to the achievement of flow state while playing a game for health. In total, 59 college students were recruited from undergraduate classes to play a game for health and were assessed on levels of mindfulness, cognitive flexibility, and flow state. The results suggest that the effect of cognitive flexibility on flow changes as a function of mindfulness. More specifically, the results suggest that there is a negative relationship between cognitive flexibility and flow in individuals low on mindfulness and a positive relationship between cognitive flexibility and flow in individuals high on mindfulness. Game designers wishing to create effective game-based treatment supplements may wish to implement cognitive flexibility and mindfulness training.

  5. Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.

    PubMed

    Seo, Na Jin; Arun Kumar, Jayashree; Hur, Pilwon; Crocher, Vincent; Motawar, Binal; Lakshminarayanan, Kishor

    2016-01-01

    The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.

  6. Using Robotics and Game Design to Enhance Children's Self-Efficacy, STEM Attitudes, and Computational Thinking Skills

    NASA Astrophysics Data System (ADS)

    Leonard, Jacqueline; Buss, Alan; Gamboa, Ruben; Mitchell, Monica; Fashola, Olatokunbo S.; Hubert, Tarcia; Almughyirah, Sultan

    2016-12-01

    This paper describes the findings of a pilot study that used robotics and game design to develop middle school students' computational thinking strategies. One hundred and twenty-four students engaged in LEGO® EV3 robotics and created games using Scalable Game Design software. The results of the study revealed students' pre-post self-efficacy scores on the construct of computer use declined significantly, while the constructs of videogaming and computer gaming remained unchanged. When these constructs were analyzed by type of learning environment, self-efficacy on videogaming increased significantly in the combined robotics/gaming environment compared with the gaming-only context. Student attitudes toward STEM, however, did not change significantly as a result of the study. Finally, children's computational thinking (CT) strategies varied by method of instruction as students who participated in holistic game development (i.e., Project First) had higher CT ratings. This study contributes to the STEM education literature on the use of robotics and game design to influence self-efficacy in technology and CT, while informing the research team about the adaptations needed to ensure project fidelity during the remaining years of the study.

  7. Effect of feedback from a socially interactive humanoid robot on reaching kinematics in children with and without cerebral palsy: A pilot study.

    PubMed

    Chen, Yuping; Garcia-Vergara, Sergio; Howard, Ayanna M

    2017-08-17

    To examine whether children with or without cerebral palsy (CP) would follow a humanoid robot's (i.e., Darwin) feedback to move their arm faster when playing virtual reality (VR) games. Seven children with mild CP and 10 able-bodied children participated. Real-time reaching was evaluated by playing the Super Pop VR TM system, including 2-game baseline, 3-game acquisition, and another 2-game extinction. During acquisition, Darwin provided verbal feedback to direct the child to reach a kinematically defined target goal (i.e., 80% of average movement time in baseline). Outcome variables included the percentage of successful reaches ("% successful reaches"), movement time (MT), average speed, path, and number of movement units. All games during acquisition and extinction had larger "%successful reaches," faster speeds, and faster MTs than the 2 games during baseline (p < .05). Children with and without CP could follow the robot's feedback for changing their reaching kinematics when playing VR games.

  8. Motion sickness and postural sway in console video games.

    PubMed

    Stoffregen, Thomas A; Faugloire, Elise; Yoshida, Ken; Flanagan, Moira B; Merhi, Omar

    2008-04-01

    We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). Participants (40 undergraduate students) played a game continuously for up to 50 min while standing or sitting. We varied the distance to the display screen (and, consequently, the visual angle of the display). Across conditions, the incidence of motion sickness ranged from 42% to 56%; incidence did not differ across conditions. During game play, head and torso motion differed between sick and well participants prior to the onset of subjective symptoms of motion sickness. The results indicate that console video games carry a significant risk of motion sickness. Potential applications of this research include changes in the design of console video games and recommendations for how such systems should be used.

  9. Use of Gaming in Self-Management of Diabetes in Teens.

    PubMed

    Swartwout, Ellen; El-Zein, Ashley; Deyo, Patricia; Sweenie, Rachel; Streisand, Randi

    2016-07-01

    With the growing prevalence of diabetes in teens and frequent concomitant problems with adherence, adolescents are a frequent target for diabetes self-management support and education. Due to widespread use of technology among teens in general, the use of serious games, games used for purposes beyond entertainment with the intention to educate and support health behavior for teens with diabetes self-management, is an emerging and promising practice. This report explores games intended for teens with diabetes, how the use of games may enhance clinical practice, and provides suggestions for future research and better utilization of these technologies. Current research on the use of gaming for promoting diabetes management in teens is fairly limited, with some initial support for improvements in both behavioral and clinical outcomes among teens. More research is clearly needed in order to further determine how gaming can best be utilized to impact health outcomes in these teens, as well as potential mechanisms of change.

  10. The Impact of User-Input Devices on Virtual Desktop Trainers

    DTIC Science & Technology

    2010-09-01

    playing the game more enjoyable. Some of these changes include the design of controllers, the controller interface, and ergonomic changes made to...within subjects experimental design to evaluate young active duty Soldier’s ability to move and shoot in a virtual environment using different input...sufficient gaming proficiency, resulting in more time dedicated to training military skills. We employed a within subjects experimental design to

  11. Access for all: the rise of the Paralympic Games.

    PubMed

    Gold, John R; Gold, Margaret M

    2007-05-01

    The Paralympic, or Parallel, Games for athletes with disabilities have played a major role over the past half century in changing attitudes towards disability and accelerating the agenda for inclusion. This article charts their development from small beginnings as a competition for disabled ex-servicemen and women in England founded shortly after the Second World War to the present day ambulatory international festival of Summer and Winter Games organized in conjunction with the Olympic Games. The Paralympic Games trace their origins to the work of Dr (later Sir) Ludwig Guttmann at the National Spinal Injuries Unit at Stoke Mandeville Hospital in Buckinghamshire who used sport as an integral part of the treatment of paraplegic patients. A sports competition was held at the hospital to coincide with the Opening Ceremony of the London Games in July 1948. This became an annual event attracting the first international participation in 1952, after which it became the International Stoke Mandeville Games. From 1960 onwards attempts were made to hold every fourth Games in the Olympic host city. Despite initial success in staging the 1960 Games in Rome and the 1964 Games in Tokyo, subsequent host cities refused to host the competitions and alternative locations were found where a package of official support, finance and suitable venues could be assembled. In 1976, the scope of the Games was widened to accept other disabilities. From 1988 onwards, a process of convergence took place that saw the Paralympics brought into the central arena of the Olympics, both literally and figuratively. In the process they have embraced new sports, have encompassed a wider range of disabilities, and helped give credence to the belief that access to sport is available to all. The Paralympics also underline the change from sport as therapeutic competition to that of elite events that carry intrinsic prestige, with growing rivalry over medal tables. For the future, however, questions remain as to whether the current arrangements of separate but supposedly equal festivals assist the continuing development of the Paralympics or perpetuate difference.

  12. A meta-analysis of serious digital games for healthy lifestyle promotion.

    PubMed

    DeSmet, Ann; Van Ryckeghem, Dimitri; Compernolle, Sofie; Baranowski, Tom; Thompson, Debbe; Crombez, Geert; Poels, Karolien; Van Lippevelde, Wendy; Bastiaensens, Sara; Van Cleemput, Katrien; Vandebosch, Heidi; De Bourdeaudhuij, Ilse

    2014-12-01

    Several systematic reviews have described health-promoting effects of serious games but so far no meta-analysis has been reported. This paper presents a meta-analysis of 54 serious digital game studies for healthy lifestyle promotion, in which we investigated the overall effectiveness of serious digital games on healthy lifestyle promotion outcomes and the role of theoretically and clinically important moderators. Findings showed that serious games have small positive effects on healthy lifestyles (g=0.260, 95% CI 0.148; 0.373) and their determinants (g=0.334, 95% CI 0.260; 0.407), especially for knowledge. Effects on clinical outcomes were significant, but much smaller (g=0.079, 95% CI 0.038; 0.120). Long-term effects were maintained for all outcomes except for behavior. Serious games are best individually tailored to both socio-demographic and change need information, and benefit from a strong focus on game theories or a dual theoretical foundation in both behavioral prediction and game theories. They can be effective either as a stand-alone or multi-component programs, and appeal to populations regardless of age and gender. Given that effects of games remain heterogeneous, further explorations of which game features create larger effects are needed. Copyright © 2014 Elsevier Inc. All rights reserved.

  13. Autogenerator-based modelling framework for development of strategic games simulations: rational pigs game extended.

    PubMed

    Fabac, Robert; Radošević, Danijel; Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, "the tramp," one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players.

  14. Autogenerator-Based Modelling Framework for Development of Strategic Games Simulations: Rational Pigs Game Extended

    PubMed Central

    Magdalenić, Ivan

    2014-01-01

    When considering strategic games from the conceptual perspective that focuses on the questions of participants' decision-making rationality, the very issues of modelling and simulation are rarely discussed. The well-known Rational Pigs matrix game has been relatively intensively analyzed in terms of reassessment of the logic of two players involved in asymmetric situations as gluttons that differ significantly by their attributes. This paper presents a successful attempt of using autogenerator for creating the framework of the game, including the predefined scenarios and corresponding payoffs. Autogenerator offers flexibility concerning the specification of game parameters, which consist of variations in the number of simultaneous players and their features and game objects and their attributes as well as some general game characteristics. In the proposed approach the model of autogenerator was upgraded so as to enable program specification updates. For the purpose of treatment of more complex strategic scenarios, we created the Rational Pigs Game Extended (RPGE), in which the introduction of a third glutton entails significant structural changes. In addition, due to the existence of particular attributes of the new player, “the tramp,” one equilibrium point from the original game is destabilized which has an influence on the decision-making of rational players. PMID:25254228

  15. Life-cycle: simulating the problems of aging and the aged.

    PubMed

    Chaisson, G M

    1977-01-01

    A review of the problems that led to the development of a social simulation game, entitled "Life-Cycle" and an explanation of the objectives of the game and how it is used in the training of health care personnel in geriatrics is presented. Additionally, the results of a controlled experimental evaluation of the game's impact upon participants in terms of change in emotional responses and attitudes toward the elderly is covered.

  16. Modifying Intramural Rules.

    ERIC Educational Resources Information Center

    Rokosz, Francis M.

    1981-01-01

    Standard sports rules can be altered to improve the game for intramural participants. These changes may improve players' attitudes, simplify rules for officials, and add safety features to a game. Specific rule modifications are given for volleyball, football, softball, floor hockey, basketball, and soccer. (JN)

  17. Smoking in Video Games: A Systematic Review.

    PubMed

    Forsyth, Susan R; Malone, Ruth E

    2016-06-01

    Video games are played by a majority of adolescents, yet little is known about whether and how video games are associated with smoking behavior and attitudes. This systematic review examines research on the relationship between video games and smoking. We searched MEDLINE, psycINFO, and Web of Science through August 20, 2014. Twenty-four studies met inclusion criteria. Studies were synthesized qualitatively in four domains: the prevalence and incidence of smoking imagery in video games (n = 6), video game playing and smoking behavior (n = 11), video game addiction and tobacco addiction (n = 5) and genre-specific game playing and smoking behavior (n = 3). Tobacco content was present in a subset of video games. The literature is inconclusive as to whether exposure to video games as a single construct is associated with smoking behavior. Four of five studies found an association between video game addiction and smoking. For genre-specific game playing, studies suggest that the type of game played affected association with smoking behavior. Research on how playing video games influences adolescents' perceptions of smoking and smoking behaviors is still in its nascence. Further research is needed to understand how adolescents respond to viewing and manipulating tobacco imagery, and whether engaging in game smoking translates into changes in real-world attitudes or behavior. Smoking imagery in video games may contribute to normalizing adolescent smoking. A large body of research has shown that smoking imagery in a variety of media types contributes to adolescent smoking uptake and the normalization of smoking behavior, and almost 90% of adolescents play video games, yet there has never been a published systematic review of the literature on this important topic. This is the first systematic review to examine the research on tobacco and video games.We found that tobacco imagery is indeed present in video games, the relationship between video game playing and smoking remains unclear, there appears to be a correlation between problem gaming and smoking and the genre of games may play a role in adolescent smoking behavior. © The Author 2015. Published by Oxford University Press on behalf of the Society for Research on Nicotine and Tobacco. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  18. Liquid rocket propulsion: Retrospective and prospects

    NASA Astrophysics Data System (ADS)

    Rosenberg, Sanders D.

    1993-02-01

    Rocket propulsion has made a fundamental contribution to change in the human condition during the second half of the 20th Century. This paper presents a survey of the basic elements of and future prospects for liquid rocket propulsion systems, with emphasis placed on their bipropellant engines, which have contributed profoundly to the successes of this 'aerospace century.' Many technologies had to reach maturity simultaneously to enable our current progress: materials, electronics, guidance and control, systems engineering, and propulsion, made major contributions. However, chemical propellants and the engine systems required to extract and control their propulsive power successfully are at the heart of all that humankind has accomplished through space flight and the use of space for the betterment of all. And it is a fascinating story to tell.

  19. Changes in a Starting Pitcher's Performance Characteristics Across the Duration of a Major League Baseball Game.

    PubMed

    Whiteside, David; Martini, Douglas N; Zernicke, Ronald F; Goulet, Grant C

    2016-03-01

    With a view to informing in-game decision making as it relates to strategy and pitcher health, this study examined changes in pitching-performance characteristics across 9 innings of Major League Baseball (MLB) games. 129 starting MLB pitchers met the inclusion criteria for this study. Pitch type, speed, ball movement, release location, and strike-zone data-collected using the MLB's ball-tracking system, PITCHf/x-were obtained for 1,514,304 pitches thrown from 2008 to 2014. Compared with the 1st inning, the proportion of hard pitches thrown decreased significantly until the 7th inning, while the proportions of breaking and off-speed pitches increased. Significant decreases in pitch speed, increases in vertical movement, and decreases in release height emerged no later than the 5th inning, and the largest differences in all variables were generally recorded between the 1st inning and the late innings (7-9). Pitchers were most effective during the 2nd inning and significantly worse in innings 4 and 6. These data revealed that several aspects of a starting pitcher's pitching characteristics exhibited changes from baseline as early as the 2nd or 3rd inning of an MLB game, but this pattern did not reflect the changes in his effectiveness. Therefore, these alterations do not appear to provide reasonable justification for relieving a starting pitcher, although future work must address their relevance to injury. From an offensive standpoint, batters in the MLB should anticipate significantly more hard pitches during the early innings but more breaking and off-speed pitches, with decreasing speed, as the game progresses.

  20. Effect of contamination on the optical properties of transmitting and reflecting materials exposed to a MMH/N2O4 rocket exhaust

    NASA Technical Reports Server (NTRS)

    Bowman, R. L.; Spisz, E. W.; Jack, J. R.

    1973-01-01

    The changes are presented in spectral transmittance, and reflectance due to exposure of various optical materials to the exhaust plume of a 5-pound thrust bipropellant rocket. The engine was fired in a pulsed mode for a total exposure of 223.7 second. Spectral optical properties were measured in air before and after exposure to the exhaust plume in vacuum. The contaminating layer resulted in both absorption and scattering effects which caused changes as large as 30-50% for transmitting elements and 15% for mirrors in the near ultraviolet wavelengths. The changes in spectral properties of materials exposed to the exhaust plume for 44 and 223.7 seconds are compared and found to be similar.

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